AgentFroggy Posted September 21, 2021 Posted September 21, 2021 (edited) I downloaded the recommended Priests of Tera mod (along with everything else), but it's asking for a Tera Armors esm file, which doesn't seem to have come with the Tera Armor downloads or been generated on install. I haven't been able to find it anywhere. Any help would be appreciated. Edit: Nevermind. Re-installed, re-ran bodyslide/fnis/deployed mods, then restarted the mod manager. The files were created somewhere in that process, but didn't appear till after the restart. Edited September 21, 2021 by AgentFroggy fixed
Jack005 Posted September 21, 2021 Posted September 21, 2021 On 4/18/2021 at 4:18 PM, Emrek said: Been out of it for a while, but is the Sexlab Parasites file posted last week on April 10th supposed to replace Kyne's Blessing? I ask cause I no longer see Kyne's listed. Has it been renamed and is now (effectively) defunct? Also, are any other files (listed here or elsewhere) a hard requirement for Parasites? I seem to have 2-3 versions/patches of Kyne's loaded and had to do some fancy priority shifting because no single mod was making it work. If I am getting rid of Kyne's, as apparently we are to do, what becomes the prerequisites to make it work? Do I also need Stories and Devious? I managed to remake my own BHUNP 3BBB versions of a few harnesses so don't really need the bodyslides, but other people reading this might. Dude did you make all the bodyslide sliders for Kyne's blessings?? if its yes would you be so kind to share them???
zarantha Posted September 21, 2021 Posted September 21, 2021 11 hours ago, Jack005 said: Dude did you make all the bodyslide sliders for Kyne's blessings?? if its yes would you be so kind to share them??? 3BA and CBBE bodyslides are here: https://www.loverslab.com/topic/120107-skyrimlldeepbluefrog-mods-conversion-to-sse/?do=findComment&comment=3437218 If you wanted BHUNP, that I don't have. The only ones I remember seeing were for Sisterhood.
vhungria Posted September 21, 2021 Posted September 21, 2021 Ok, so I tried disabling Nemesis and Zxlice running FNIS and geting enslaved again... Nothing changed, still no kneel or crawl animations. Then I enabled both again, uninstalled ZaZ, istalled it again, runned FNIS, Runned Nemesis, and now ir is WORKING!!! Idk what happened, but everything looks fine now.
Jack005 Posted September 22, 2021 Posted September 22, 2021 12 hours ago, zarantha said: 3BA and CBBE bodyslides are here: https://www.loverslab.com/topic/120107-skyrimlldeepbluefrog-mods-conversion-to-sse/?do=findComment&comment=3437218 If you wanted BHUNP, that I don't have. The only ones I remember seeing were for Sisterhood. See you again XD, yes I was looking for the BHUNP ones or at lest the UUNP (they are similar) what a shame , where are the sisterhood ones? for another gameplay of mine (the one that Im doing right now is rogue vampire girl soo no sisterhood for her)
Burtchin Posted September 25, 2021 Posted September 25, 2021 Hi all, So I've been trying to make SD+ work but somehow it seems to mess up bound animations. When I wear an armbinder, the idle is correct (though the arms are a bit clipping off) but when I run the arms go in yoke position. None of those things happen if I remove SD+, the armbinder animation is fine (not even clipping) and stays on when moving around. Also the kneeling/drawling animation doesn't work. All the dependencies are obviously installed and working as expected without SD+. I use DD all in one 5.1 (SE), the FNIS doesn't output any error, and I check the arm fix on FNIS, I also use Nemesis after FNIS, which doesn't output any error and detects all the mods alright. I don't use PCEA, be it for FNIS or Nemesis. I do use dynamic animation replacer but that works well (without clashes or bugs) without SD+, so I have no reason to think this is the source of the problem. I moved the plugin to the end of my load just in case and that doesn't change anything. Also Vortex says there are ZaZ conflicts with SD+, and I tried both with ZaZ overriding or SD+ overriding but that doesn't change anything. ZaZ "override" function on MCM is ticked off. One question I have (don't know if that's linked at all) is that the plugin seems to registered as 43, not 44 (LE instead of SE) when looking it up on xEdit. Is that on purpose? I did a dry run on Cathedral Asset Optimizer and all the files are correctly on SE. I triple-checked that I got the SE version of SD+ so that's not why the plugin is on 43. Happy to provide more info if that's needed.
DeepBlueFrog Posted September 25, 2021 Author Posted September 25, 2021 I don't know what you mean by 'plugin is registered as 43 and not 44'.
Burtchin Posted September 25, 2021 Posted September 25, 2021 Right, I mean this on SSEdit (image below) I think it means the plugin was not converted to SE using the Creation Kit, and if it was, the form version would be 44. To be clear I don't know if it matters at all, I just know that's regularly done to convert mods to SE. But I saw several mods that don't do it so that's why I am not sure how important that is.
zarantha Posted September 25, 2021 Posted September 25, 2021 5 hours ago, Eldranil said: Right, I mean this on SSEdit (image below) I think it means the plugin was not converted to SE using the Creation Kit, and if it was, the form version would be 44. To be clear I don't know if it matters at all, I just know that's regularly done to convert mods to SE. But I saw several mods that don't do it so that's why I am not sure how important that is. It can be ignored. Form 43 works just fine in SE, there's no reason except in some limited use cases to resave the ESP. SD is not one of those mods. Bound animations getting messed up are not related to the form version of the plugin. Bound animations tend to get messed up when using Nemesis, or due to a conflict with some other mod. Try without Nemesis, and you may need to reinstall all of the mods using FNIS too in order for them to work right after removing Nemesis. Kind of surprised you only see it with SD, I see it happening a lot to people using DD on the DD thread. If you use fnis sexy move too, you may try resetting the player animations in the sexy move MCM first before removing nemesis.
zarantha Posted September 25, 2021 Posted September 25, 2021 On 9/22/2021 at 12:40 AM, Jack005 said: See you again XD, yes I was looking for the BHUNP ones or at lest the UUNP (they are similar) what a shame , where are the sisterhood ones? for another gameplay of mine (the one that Im doing right now is rogue vampire girl soo no sisterhood for her) It's here. Someone reported the 3BA ones didn't work right, so i have some 3BA sisterhood bodyslides a few posts below it, but I'm pretty sure the BHUNP ones worked right.
Burtchin Posted September 26, 2021 Posted September 26, 2021 2 hours ago, zarantha said: It can be ignored. Form 43 works just fine in SE, there's no reason except in some limited use cases to resave the ESP. SD is not one of those mods. Bound animations getting messed up are not related to the form version of the plugin. Bound animations tend to get messed up when using Nemesis, or due to a conflict with some other mod. Try without Nemesis, and you may need to reinstall all of the mods using FNIS too in order for them to work right after removing Nemesis. Kind of surprised you only see it with SD, I see it happening a lot to people using DD on the DD thread. If you use fnis sexy move too, you may try resetting the player animations in the sexy move MCM first before removing nemesis. Thank you for the explanations this is very interesting. For version form 43 / 44 I had a hunch that it wouldn't help it but it's great to have confirmation. I only have nemesis for "movement behaviour overhaul" (MBO) so I removed Nemesis and MBO and purged my game mod folder to make sure there isn't residual animations lying around. Then I re-deployed and ran FNIS as usual (with skeleton arm fix). Now I'm back to a problem I had a bit before, which is that my character stays in normal idle when wearing e.g. an armbinder. I had gotten rid of that problem before by, well, running nemesis...! I use dynamic random female idle (DRFI) too so I though maybe the conditional idles overrule the bound animation - similar to EVG conditional idles can do sometimes. So I removed DRFI too, re-deployed and ran FNIS again. This did not fix the problem (see image below). For the record I do not use sexy moves so that's not it either.
zarantha Posted September 26, 2021 Posted September 26, 2021 46 minutes ago, Eldranil said: normal idle when wearing e.g. an armbinder. I had gotten rid of that problem before by, well, running nemesis...! If you have 360 move, even the old FNIS one, it can cause this too. Try jumping or changing cells (going through a loading screen). Or remove and reequip the armbinder. If you got the armbinder through additem menu or console, you can't use the one from DDa, it has no scripts attached when added that way. Test with the armbinders or elbowbinders from DDx. Reinstall DD, DCL (if you have it), Zaz and SD. Delete your FNIS output, then run FNIS (and bodyslide) again. If there's still an issue, try with just SD and it's requirements, nothing else. If it's still not working with just the bare bones, reinstall everything again and make sure you don't have anything left over in your actual skyrim folder. If you use vortex, make sure to purge before checking.
Tex Posted September 27, 2021 Posted September 27, 2021 I've finished the quest, got the queen chaurus armor, yet I'm still getting the "casual" dragon wings instead of the chaurus queen ones. I am using Animated Wings Ultimate, any ideas how to switch to the queen ones?
shiftbitlogic Posted September 27, 2021 Posted September 27, 2021 I am using the latest conversion of SexLab Dialogs, and I can't help but notice something that is really confusing to me. The "experimental" feature: "Become a Mage", and more specifically, the "Magicka Mastery System" seems to constantly keep my magic below 0, unless I arbitrarily add 100 or so magic. I guess I don't understand how it was intended to work, but it seems like every time I read a book in the world, my magic gets worse, not better.... I would think that maybe you start out at 0, then with every book you read, you get "smarter" and gain a (or a fraction of a) point of magic, thus making you search for unread books or completing the "become a mage" quest line. Would someone be able to confirm this for me? I think this concept is a really fascinating way to balance how quickly a mage scales into "outright broken" I love the mods, keep up the hard work all!
Burtchin Posted September 28, 2021 Posted September 28, 2021 (edited) On 9/25/2021 at 11:03 PM, zarantha said: If you have 360 move, even the old FNIS one, it can cause this too. Try jumping or changing cells (going through a loading screen). Or remove and reequip the armbinder. If you got the armbinder through additem menu or console, you can't use the one from DDa, it has no scripts attached when added that way. Test with the armbinders or elbowbinders from DDx. Reinstall DD, DCL (if you have it), Zaz and SD. Delete your FNIS output, then run FNIS (and bodyslide) again. If there's still an issue, try with just SD and it's requirements, nothing else. If it's still not working with just the bare bones, reinstall everything again and make sure you don't have anything left over in your actual skyrim folder. If you use vortex, make sure to purge before checking. Thank you again for the suggestions. Now, when installing SD+ I understand I should: - start a new game without SD+ - setup SL framework in MCM - wait for SL framework to finish install - save, quit game - enable SD+ in Vortex, deploy, run FNIS - load the last save - wait for MCM to finish sending SD+ messages - save, reload, wait for finished message again In the process of doing all that it became obvious that the "idle" bug is present with DD even before SD+ is installed. So I think I should take this up with DD first to fix it without SD+, and see when it's fixed it that doesn't solve the original "yoke" bug on SD+ (yoke animation when walking with armbinder equipped). My guess is that Nemesis fixes the "idle" problem on DD, but creates the ground for the "yoke" problem in SD+. So if I run DD and SD+ without Nemesis, well, I get the DD idle bug with SD+ too. Let me know if that doesn't sound like the logical thing. EDIT: Now bounced to the DD thread here --- I will answer each point if a future reader has the same issue: - I don't have 360 move so that's not that. - FNIS is the latest one. - Jumping doesn't do it. - I tried changing cell by (1) using the statue of Mara in Alternative Start mod or (2) "coc robbersgorge01" on console or (3) going through a door. None works. - Removing and re-equipping doesn't work - I think I used one from DDa, and yes, added from console. I tried with the ebonite armbinder from DDx instead (still console), but same problem. Getting one equipped through a devious start on Alternative Start does the same bug anyway. - I created a brand new profile on Vortex and only added the basic dependency mods. No Nemesis, no Dynamic Animation Replacer, no idle mod, nothing. I removed DCL. I changed ZaZ from 8+ to 7 because I noticed a comment that 8+ isn't fully tested out yet. I ran FNIS with the settings below (see image). It didn't do anything. Edited September 28, 2021 by Eldranil
zarantha Posted September 28, 2021 Posted September 28, 2021 20 minutes ago, Eldranil said: Don't use that DD patch when running FNIS. I've no idea where it came from or what it does. I've never used it and I suspect it does break things. Gender specific shouldn't break anything, but i don't think it does anything either unless you've got different animations for males and females. so, it shouldn't matter either way. Skeleton arm fix is the only one really required for the test. But yes, if you're still getting the same bug with DD only on a new game, with an armbinder from DDx, and after rerunning FNIS without the patch, it's not an SD issue. We can take this over to the DD thread.
DeepBlueFrog Posted September 28, 2021 Author Posted September 28, 2021 9 hours ago, shiftbitlogic said: I am using the latest conversion of SexLab Dialogs, and I can't help but notice something that is really confusing to me. The "experimental" feature: "Become a Mage", and more specifically, the "Magicka Mastery System" seems to constantly keep my magic below 0, unless I arbitrarily add 100 or so magic. I guess I don't understand how it was intended to work, but it seems like every time I read a book in the world, my magic gets worse, not better.... I would think that maybe you start out at 0, then with every book you read, you get "smarter" and gain a (or a fraction of a) point of magic, thus making you search for unread books or completing the "become a mage" quest line. Would someone be able to confirm this for me? I think this concept is a really fascinating way to balance how quickly a mage scales into "outright broken" I love the mods, keep up the hard work all! The way it is supposed to work is to simulate having to earn your Magicka level. Normal people have no or little Magicka. If you are gifted, you can set a starting amount. However, when you get hit or are near death, the amount of Magicka you have at your disposal shoots up. Very close to death gives you a boost that could even be overpowered. This is to simulate instinctive reactions for survival (think, Mutant stories like the X-Men). As you practice Magic through spells, enchantments and alchemy, your base Magicka will increase. That includes the number of potions you drink, ingredients you taste, books you read... not a single time but overall. About potions, you will notice a blur effect when you drink too much. That a blinding headache from potions being toxic. The more you drink and practice spells, the more tolerance you build and the longer you can go before getting headaches. The main quest about going under the apprenticeship of Farengar is a way to give you gradual powers through practice and learning. Part of the story is to get you to tap into the effect of crystals (Skyshards here) to focus your powers. The story is not yet finished but it will take you from simple apprentice to the depths of the Midden in Winterhold's College. I use that system all the time now and I call it balanced most of the time It is a blast to find out in the heat of battle that you can suddenly cast a dual blast of flames powerful enough to knock a Mammouth if timed right.
axone_zero Posted September 28, 2021 Posted September 28, 2021 On 4/16/2019 at 12:01 AM, DeepBlueFrog said: I am starting this thread to comment on the status of the conversion of my SexLab mods to Skyrim Special Edition and to offer a place for SSE related issues away from the other threads. Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs?
Shep67 Posted September 28, 2021 Posted September 28, 2021 16 minutes ago, axone_zero said: Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs? Hello there. "Go" to Sexlam mcm. There is a menu armor (clothes) (As far i am remember). There it show you your current equipment. Select the shackels and set to never unequip. Hope it helps you a bit
axone_zero Posted September 28, 2021 Posted September 28, 2021 32 minutes ago, Shep67 said: Hello there. "Go" to Sexlam mcm. There is a menu armor (clothes) (As far i am remember). There it show you your current equipment. Select the shackels and set to never unequip. Hope it helps you a bit Thanks, I'll try. But this is strange - they should not be taken off your hands just like that.
zarantha Posted September 29, 2021 Posted September 29, 2021 11 hours ago, axone_zero said: Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs? What do you have checked in the animations tab in the DD MCM? If bound animations is not enabled, then devices will be removed during the scene.
axone_zero Posted September 29, 2021 Posted September 29, 2021 5 hours ago, zarantha said: What do you have checked in the animations tab in the DD MCM? If bound animations is not enabled, then devices will be removed during the scene Bound animations enabled.
Jack005 Posted September 29, 2021 Posted September 29, 2021 I'm CTD with dibella siterhood on Dibella temple, with the version 2021-07-31, I have the BHUNP sliders, Sexlab Dibella Sisterhood, Sexlab Dibella Sisterhood Sisters, Fjotra Replacer, I missing something??
zarantha Posted September 29, 2021 Posted September 29, 2021 8 hours ago, axone_zero said: Bound animations enabled. Odd, there shouldn't be an issue with armbinders. You mention what sounds like two different devices - is it armbinders or wrist shackles? Do you have the exact in game name?
zarantha Posted September 29, 2021 Posted September 29, 2021 4 hours ago, Jack005 said: I'm CTD with dibella siterhood on Dibella temple, with the version 2021-07-31, I have the BHUNP sliders, Sexlab Dibella Sisterhood, Sexlab Dibella Sisterhood Sisters, Fjotra Replacer, I missing something?? Do you have a netscriptframework crash log?
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