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SkyrimLL/DeepBlueFrog mods conversion to SSE


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Posted
8 hours ago, Emrek said:

Hey, I'm currently having trouble with the parasites. I mostly have been gussing at the previous steps as the instructions aren't all that clear and there are no reminders.

 

Currently I am stuck at talking to Danica in the temple to perform the ritual. I have 12 Seed Stones, 100+ Crimson Nirnroot, and 100+ Glowing Mushrooms, plus I am 'infected' with the spores. I tell Danica that "I am ready for the Ritual" and she tells me "Prepare yourself and follow me down to the Sanctuary." One each of every item disappears from inventory and she goes back to sweeping. I wait several days (actual wait, leave the game running for a day) and she is still not in the sanctuary. I talk to her again and tell her I am ready and she responds the same and takes more ingredients.

 

I've tried with only one each of the ingredients and it doesn't change anything. She takes them and goes back to ignoring me. Exactly how am I supposed to "prepare myself"?? What am I possibly missing? The two items do not combine in alchemy nor in cooking. I've tried eating them both, before talking to her and after but she doesn't care. I've checked her inventory and reverse pickpocketed them to her. I've even tried forcing her to port into the sanctuary but all she does is immediately walk out.

 

Not sure if it matters, but when I got the saw earlier, she did nothing with the creeper that she took off of me (yes, I had two). I expected her to wear it so she could breathe, but she didn't. Being a bosmer with the Dark Brotherhood Shrouded Armor my resistance to poison is 100%, I had the option of getting the saw without the creepers, but did it anyway just to make sure I wasn't breaking the quest.

 

Now it seems I am lost because Danica has forgotten all about the Ritual. What am I missing?

 

It could be a problem with AI packages fighting with each other.

 

What happens if you go to the Sanctuary without her after giving her the goods?

Posted
37 minutes ago, DeepBlueFrog said:

 

It could be a problem with AI packages fighting with each other.

 

What happens if you go to the Sanctuary without her after giving her the goods?

 

I'm not sure what I expect to find at that point, but the Elder Roots Avatar is there and cannot be interacted with. The 'secret door' to the outside is there and usable. The shrine, cookpot, bedrolls, etc are usable as normal. I had collected nearly everything laying around loose on the tables/floor during the previous visit when I got the saw. There are three bears and a spider dead and making splash noises in the walls (no idea why, I didn't kill them). Danica doesn't follow me into the sanctuary. I have no followers.

 

Basically, everything looks/acts as normal with the exception of the Avatar having an "E Activate" prompt which does nothing. There is another statue/avatar about 10ft behind the statue beyond the wall but it cannot be interacted with even with clipping toggled.

 

After I tell Danica that I am ready, she goes back to sandboxing, "takes" the goods (which don't appear in her inventory, btw, they are just gone from mine) and the sanctuary is still in the same state as above. 

 

Not sure if it matters, but I stripped everything except for the Blackreach Spores (which I cannot remove) upon entering the temple and before finding Danica and/or going into the Sanctuary. Danica does have a dialog option about this so she knows I have it, but simply tells me to hang out where it is dry for a few days and the spores will fall off on their own. I did try removing it via the Sexlab Parasites MCM which only caused the "help me with this" and "I'm ready" (paraphrased) options to be unavailable as expected. Equipping it again causes both dialog options to reappear.

 

I also have every ingredient in inventory that I've found so far. Bit overkill, yes, but if she needed something else that wasn't mentioned I wanted to be sure that I had it. I also tried having only 1 of each of the 3 required items thinking that there might be a check for now empty inventory, but that changed nothing.

 

Sexlab Inflation has an option to port a character to the player (has to be added first). Doing that in the sanctuary causes her to just leave the sanctuary. Even if I tell her I am ready when we are both in the sanctuary she still leaves. So doesn't seem like a path mapping issue as she is very able to leave the room. She just doesn't want to do the ritual. Might help if I knew where in the room the ritual takes place so I can move her there. I've tried several random spots around the room.

 

I have not checked if the time of day if makes any difference for her sandboxing. I arrived at the temple around 7pm and she is there and active. A while later of sweeping/praying/healing she goes to sleep. I haven't checked in the morning, noon, or at late night.

 

I scrolled back in this forum and someone had mentioned attacking Danica into bleedout, healing her and then telling her you're ready. All this did was alert the guards most times (5000+ bounty) and the one time where it didn't (40 bounty) it didn't change anything.

 

Sorry that this is long-winded, but I am trying to give as much information as I possibly can. I don't know what could keep it from working. I have not yet checked what stage(s) the quest(s) is at as I am not yet sure which quest it is or how to check.

Posted
2 hours ago, DeepBlueFrog said:

 

 

I think I solved it although I am not sure exactly why and it is too late to check what was wrong now.

 

The solution was to Purge mods in Vortex.

 

Presumably this will erase/delete nearly everything in the data folder and then go about reinstalling every mod from the downloaded zip, rar, or 7z that it keeps as a backup. I never manually install any mods so I am not sure why there would be any files running around in there randomly. My guess though is that at some point I disabled a previous version of parasites that didn't get erased. I got no "missing plugin" messages from Vortex, LOOT or the game itself, but when I talked with Danica she had me follow her to the sanctuary and the Secret of the Ooze was revealed.

 

Either that or I just had to wait until Sunday, a week from Halloween, before it would trigger. ¯\_(ツ)_/¯

Posted

Vortex Purge does not reinstall anything. It also does not clean up the game directory. All it does is remove the hard links to your deployed Vortex mods. They will not come back until you Deploy again. Nothing gets reinstalled from downloaded archives.

Posted
On 10/15/2021 at 6:15 AM, hoodedfigure13 said:

Did you ever work out what mod was doing this? Getting the same thing and can't for the life of me work out how to make it stop...

Yeah turns out it's from SL Dialogues. Disabling certain options in there fixed it for me.

Posted
On 10/24/2021 at 5:19 AM, 乂乂乂 said:

is it possible get BHUNP (factoryclosed) work with SexLab Hormones?! :classic_undecided:

I have it working sort of. Just got to fiddle with the weights to see what works. I also use SLIF now with the BHUNP patch for it. Once I figured a way to get SLIF working it seems to be fine. 

Posted
1 hour ago, Fuzzy_Fox said:

I have it working sort of. Just got to fiddle with the weights to see what works. I also use SLIF now with the BHUNP patch for it. Once I figured a way to get SLIF working it seems to be fine. 

Can't figure it out honestly, BTW what body do you use nowadays? isn't BHUNP is the most advanced body available? and it's getting updates very often! but please if anybody using SLH with BHUNP and managed to fix that, reply on this thread, thank you.

Posted
On 10/25/2021 at 6:57 PM, 乂乂乂 said:

Can't figure it out honestly, BTW what body do you use nowadays? isn't BHUNP is the most advanced body available? and it's getting updates very often! but please if anybody using SLH with BHUNP and managed to fix that, reply on this thread, thank you.

I use BHUNP for the SE version of the game. 

 

Also before Skyrim SE updates I urge people to make a backup of the folder as it will update when you launch the game and break most of your mods that use SKSE. There is no simple way around this other than move the SE directory. 

Posted

Hi all

Just a quick question about (or almost :)) this wonderful mod.

When bimbo curse is triggered my PC in fair skin complexion is well... colorfully decapitated :) By that i mean body and head (from the neck) are in different colours. 

I already seen this bug but no matter how i can't figure how to correct this or better... prevent it in the first place.

Any ideas?

Posted
1 hour ago, BlueBerryCaffe said:

Hi all

Just a quick question about (or almost :)) this wonderful mod.

When bimbo curse is triggered my PC in fair skin complexion is well... colorfully decapitated :) By that i mean body and head (from the neck) are in different colours. 

I already seen this bug but no matter how i can't figure how to correct this or better... prevent it in the first place.

Any ideas?

 

That happens outside of the bimbo curse too.. sometimes the color of the skin gets out of sync with the color of the face.

 

For the bimbo curse, make sure you are not using the Bimbo race.

Going again through the racemenu may help: 'showracemenu' in the console.

Posted
5 hours ago, BlueBerryCaffe said:

Hi all

Just a quick question about (or almost :)) this wonderful mod.

When bimbo curse is triggered my PC in fair skin complexion is well... colorfully decapitated :) By that i mean body and head (from the neck) are in different colours. 

I already seen this bug but no matter how i can't figure how to correct this or better... prevent it in the first place.

Any ideas?

 

Did you replace the default textures from this mod with your own textures?

Posted
6 hours ago, DeepBlueFrog said:

For the bimbo curse, make sure you are not using the Bimbo race.

Going again through the racemenu may help: 'showracemenu' in the console.

Hi again. THANKS :)! Without the bimbo race it's ok. And this bug is really annoying. When it happens racemenu is not helping in anyway.... 

So again thanks :)

PS: i think YPS takes over the hair color shift and changes it back to the actual in YPS. But i might be wrong.

Posted
37 minutes ago, Ironeater said:

so Frog, can I call ya Frog? I know you still use LE and rely on others for SE conversions but do you know if AE is going to break  any of your mods?

 

I am not Frog - or even Tadpole - but AE will break SKSE bad, which includes every mod we care about...

 

Don't update to AE until you get the all-clear. Or maybe never....  I for one don't want the CC junk.

 

Posted (edited)
40 minutes ago, Ironeater said:

so Frog, can I call ya Frog? I know you still use LE and rely on others for SE conversions but do you know if AE is going to break  any of your mods?

 

As far as I can tell, The Anniversary Edition is likely to break SKSE and *every* mod relying on it, which includes *all* SexLab mods, mods relying on Racemenu, mods relying on custom SKSE plugins like Devious Devices or some ENB mods, among other things.

It is going to take a while before the dust clears around that one.

 

But hey... cheer up! you get fishing and aquariums!

Edited by DeepBlueFrog
Posted
2 hours ago, Ironeater said:

so Frog, can I call ya Frog? I know you still use LE and rely on others for SE conversions but do you know if AE is going to break  any of your mods?

 

Most will be broken as SexLab is a major requirement, and sexlab has a few dlls. Anything that has a dll has to wait for skse to be compiled first before the mods can start updating. Once the requirements for DBF's mods are updated, these mods themselves should be fine.

 

Racemenu and DD also have dlls that will need to be recompiled to the new skse version that comes out. DD will probably be the hold up as I'll either have to learn how to compile it myself (I've been meaning to do that) or will have to wait for someone else to do it for us if I can't figure it out.

Posted

I setting up for a playthrough without DD or YPS. If using the latest SSE version of hormones here are there any impacts I need to consider? I remember for hair color you needed to let YPS take care of it, so in this case should I remove hair color change or can Hormones manage it alone?

Posted
2 hours ago, sirgilly said:

I setting up for a playthrough without DD or YPS. If using the latest SSE version of hormones here are there any impacts I need to consider? I remember for hair color you needed to let YPS take care of it, so in this case should I remove hair color change or can Hormones manage it alone?

 

Hormones should manage alone but I haven't done  run without YPS for a while now.

 

I need to add a switch to ignore YPS if it is installed to make it easier for me to test.

 

Ideally, I should add a switch for each YPS feature so that people can mix and match (hair, lipstick, eyeshadow, etc).

 

Posted
17 hours ago, DeepBlueFrog said:

 

As far as I can tell, The Anniversary Edition is likely to break SKSE and *every* mod relying on it, which includes *all* SexLab mods, mods relying on Racemenu, mods relying on custom SKSE plugins like Devious Devices or some ENB mods, among other things.

It is going to take a while before the dust clears around that one.

 

But hey... cheer up! you get fishing and aquariums!

 

And if you haven't already seen one of the 8000 or so posts ab out it, set updates to only run when the game is launched, then only use the skse launcher until the modpocolypse is over.

Posted
On 10/24/2021 at 1:18 PM, fred200 said:

Vortex Purge does not reinstall anything. It also does not clean up the game directory. All it does is remove the hard links to your deployed Vortex mods. They will not come back until you Deploy again. Nothing gets reinstalled from downloaded archives.

 

Well, whatever it does, it worked. And of course I had to deploy again. Almost every action you take with Vortex will trigger a deploy.

Posted
On 10/28/2021 at 5:03 PM, DeepBlueFrog said:

As far as I can tell, The Anniversary Edition is likely to break SKSE and *every* mod relying on it, which includes *all* SexLab mods, mods relying on Racemenu, mods relying on custom SKSE plugins like Devious Devices or some ENB mods, among other things.

It is going to take a while before the dust clears around that one.

 

Word is that the Bethesda devs are working closely with the SKSE devs to make the changes necessary and letting them know what has changed rather than let them figure it out on their own. Of course, they aren't doing the job for them of realining anything, but it should be a little faster than without the no help that they usually don't get.

 

It has also been said that the Survival mode being included with the update will directly break any version of Frostfall and all mods that run along side that. However, this might be solvable by merely disabling Survival. And the Fishing CC mod will break water enhancement mods and could be solvable the same way.

 

The new compiler differences won't be so easy to fix. I've no idea what mods will suffer because of that. With over 240 mods in my load order I am sure that I have some which have not been updated in years. I am not sure if the authors for all of them are even still alive. So if SKSE gets updated on the same day as SSE is updated, it could still be a while before everything runs smoothly.

Posted
14 hours ago, foreveraloneguy said:

And if you haven't already seen one of the 8000 or so posts ab out it, set updates to only run when the game is launched, then only use the skse launcher until the modpocolypse is over.

 

I read someone on a forum calling it the Skyrim: Adversary Edition because of all the changes. I thought that was funny. Hopefully it won't be as problematic as all that.

Posted (edited)
24 minutes ago, Emrek said:

Word is that the Bethesda devs are working closely with the SKSE devs

They are? Is there a source for this claim? I'm not saying you're wrong but I would like to see a confirmation with my own eyes. Problem is I could see Bethesda from couple of years ago doing that but not modern Bethesda, so I'm rather sceptical about it. 

Edited by belegost
Posted
8 hours ago, belegost said:

They are? Is there a source for this claim? I'm not saying you're wrong but I would like to see a confirmation with my own eyes. Problem is I could see Bethesda from couple of years ago doing that but not modern Bethesda, so I'm rather sceptical about it. 

I have heard this from a youtube channel which reviews mods in Skyrim. 

Posted (edited)

I believe it, Skyrim would be absolutely dead if it werent for modding, and bethesda knows that. It isnt a stretch to believe they would talk with the mod creator in which 99% of mods depend on.

Edited by Üc207Pr4f57t9

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