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SkyrimLL/DeepBlueFrog mods conversion to SSE


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Posted (edited)
11 hours ago, zarantha said:

@DeepBlueFrog

 

I thought I'd try resaving the esps to head off the form 43 questions. When resaving stories devious, I get some navmesh warnings in the SE CK log. Do you know if these are safe to ignore? I don't know if these show up in the LE CK. For now, I'm just going to revert this esp back.

 

...Post Processing Forms
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 459 Edge 2 and Triangle 460 Edge 2 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 460 Edge 0 and Triangle 464 Edge 1 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 460 Edge 2 and Triangle 459 Edge 2 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 464 Edge 1 and Triangle 460 Edge 0 should be linked, but they are not.
MASTERFILE: NavMesh: Navmesh (07057D4D) in Cell NavMesh (07057D4D) with 467 Triangles in Cell 'SLSDDiShiveringGrove' (07057D4B) has warnings that need to be fixed

 

 

@zarantha maybe you can see this :)

 

 

Edited by tznvlw
Posted
On 11/18/2021 at 1:39 AM, Elin-Celine said:

I report an new error. During the bimbo curse, if the player is infected with the parasite chaurus worms or living armor armor, the bimbo curse transformation effect on the next day will not be triggered. I don't know whether mod does not allow both to exist at the same time or there are some conflicts. Moreover, if the player's bimbo curse has been permanent, when the chaurus worms are forcibly triggered, the chaurus worms will be expelled from the body. Why?

On the latest version of hormone se, all the above problems have not been solved

Posted (edited)
5 hours ago, Elin-Celine said:

During the bimbo curse, if the player is infected with the parasite chaurus worms or living armor armor, the bimbo curse transformation effect on the next day will not be triggered. I don't know whether mod does not allow both to exist at the same time or there are some conflicts.

 

That's not a problem, that's actually a feature.

On older versions, when the curses would update while those infections are active, it would occasionally cause effects to break.

 

5 hours ago, Elin-Celine said:

Moreover, if the player's bimbo curse has been permanent, when the chaurus worms are forcibly triggered, the chaurus worms will be expelled from the body. Why?

This is different, I've noticed this too. IDK if it has to do with DD compatibility on SE (who even know what version I'm running, I've re-packed it so many times), or an actual hormones bug

Edited by w234aew
Posted
16 hours ago, tznvlw said:

 

It's true, I could try to fix it, but DBF has preferred to fix things himself before, especially if it's something that exists in both SE and LE.

 

I've tried fixing it before in DCL with that thread, and I'm not entirely sure of my success. So there's that too. If I get time, I might take another swing at it, but I'd like to know DBF's thoughts first.

Posted (edited)

I restarted my game several times, always adding other mods from here and there. For some reason, the SE version of hormones does seem to load. Did i break it?

There seems to be no error i can find in the logs that says it crashed. On the contrary. It seems to be loaded but just does not show up in the menu and seem inactive.

 

There was a hint in the LE page that says to clean the save. Is a new game enough in that case?

 

p.s. a new game solved it. Still, strange.

Edited by wutpickel
Posted
Just now, wutpickel said:

I restarted my game several times, always adding other mods from here and there. For some reason, the SE version of hormones does seem to load. Did i break it?

There seems to be no error i can find in the logs that says it crashed. On the contrary. It seems to be loaded but just does not show up in the menu and seem inactive.

 

There was a hint in the LE page that says to clean the save. Is a new game enough in that case?

 

If it's just the mcm not showing, you can try this in the console:
setstage SKI_ConfigManagerInstance 1

 

If you've got too many MCMs, that can also be an issue. skyui has a limit of 128 mcms.

 

Both (mcm not loading sometimes and limit on the number of mcms) are usually skyui issues

 

If something says clean save, a new game should also be enough.

Posted
14 hours ago, w234aew said:

 

That's not a problem, that's actually a feature.

On older versions, when the curses would update while those infections are active, it would occasionally cause effects to break.

 

This is different, I've noticed this too. IDK if it has to do with DD compatibility on SE (who even know what version I'm running, I've re-packed it so many times), or an actual hormones bug

So do you know how to trigger the parasite's deformation function without affecting the curse effects during the bimbo curse?

Posted
2 hours ago, Elin-Celine said:

So do you know how to trigger the parasite's deformation function without affecting the curse effects during the bimbo curse?

 

Hormones adds these conditions to block the progress of the Bimbo curse if full body parasites are equipped.

 

	if (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenSkin") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenArmor") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenBody") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleLivingArmor") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleTentacleMonster") == 1)

 

Frankly, I can't remember why I felt that was necessary at the time.

I should have better documented my code. Obviously I didn't.

 

I can turn that check off for the next version and see if that introduces real issues.

Posted
9 hours ago, zarantha said:

 

It's true, I could try to fix it, but DBF has preferred to fix things himself before, especially if it's something that exists in both SE and LE.

 

I've tried fixing it before in DCL with that thread, and I'm not entirely sure of my success. So there's that too. If I get time, I might take another swing at it, but I'd like to know DBF's thoughts first.

 

Navmesh issues are a pain to track down but I will take a look at what I can do with this.

Posted
11 hours ago, DeepBlueFrog said:

 

Hormones adds these conditions to block the progress of the Bimbo curse if full body parasites are equipped.

 

	if (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenSkin") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenArmor") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleChaurusQueenBody") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleLivingArmor") == 1)\
	|| (StorageUtil.GetIntValue(BimboActor, "_SLP_toggleTentacleMonster") == 1)

 

Frankly, I can't remember why I felt that was necessary at the time.

I should have better documented my code. Obviously I didn't.

 

I can turn that check off for the next version and see if that introduces real issues.

Thanks for your reply. so I will test this problem in the next version

Posted
On 11/18/2021 at 6:48 PM, zarantha said:

@DeepBlueFrog

 

I thought I'd try resaving the esps to head off the form 43 questions. When resaving stories devious, I get some navmesh warnings in the SE CK log. Do you know if these are safe to ignore? I don't know if these show up in the LE CK. For now, I'm just going to revert this esp back.

 

...Post Processing Forms
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 459 Edge 2 and Triangle 460 Edge 2 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 460 Edge 0 and Triangle 464 Edge 1 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 460 Edge 2 and Triangle 459 Edge 2 should be linked, but they are not.
PATHFINDING: Navmesh 07057d4d Cell 'SLSDDiShiveringGrove' (07057D4B), Triangle 464 Edge 1 and Triangle 460 Edge 0 should be linked, but they are not.
MASTERFILE: NavMesh: Navmesh (07057D4D) in Cell NavMesh (07057D4D) with 467 Triangles in Cell 'SLSDDiShiveringGrove' (07057D4B) has warnings that need to be fixed

 

 

So I took a look at the navmesh and found the triangles they are complaining about.

 

These triangles are located in an unused part of that cell. There is no way you or your followers will ever land there (except maybe by going through walls). 

 

It should be safe to ignore them. They should have no impact on the game.

 

Posted
Just now, DeepBlueFrog said:

 

So I took a look at the navmesh and found the triangles they are complaining about.

 

These triangles are located in an unused part of that cell. There is no way you or your followers will ever land there (except maybe by going through walls). 

 

It should be safe to ignore them. They should have no impact on the game.

 

 

Thank you for checking!

Posted (edited)
2 minutes ago, zarantha said:

 

Thank you for checking!

 

Fun fact... I couldn't find how to lookup a particular triangle by its number, so I had to randomly mouse over the whole navmesh triangles until I found the right area.

 

Who said modding Skyrim isn't fun :)

Edited by DeepBlueFrog
Posted

I am not even sure if this is the correct place to ask these, but I have to try:

1) where is the Dibella refuge? I am up to the Pantea flute part of the  Dibella Q sequence but have yet to hand it in and I have not a clue as to where it is.

2) Inside the temple it seems a little unstable at times as I have had not a few CTDs there. Yet they do not always repeat although actor overload( having a bunch of followers) will guarantee it. I am not really that worried as it has not stopped the questline progressing so far but the whole left hand side as you enter the open area is the twitchy part and most have occurred there. Not  a big problem and I am just curious.

Posted
7 minutes ago, Will55 said:

I am not even sure if this is the correct place to ask these, but I have to try:

1) where is the Dibella refuge? I am up to the Pantea flute part of the  Dibella Q sequence but have yet to hand it in and I have not a clue as to where it is.

 

I don't remember a mention of Dibella Refuge. Can you share a screenshot of that dialogue? or a screenshot of your quest journal might help too.

 

In case you missed it, there is a walkthrough on this wiki page: https://github.com/SkyrimLL/SkLLmods/wiki/Sisterhood-of-Dibella:-Walkthrough

 

7 minutes ago, Will55 said:

2) Inside the temple it seems a little unstable at times as I have had not a few CTDs there. Yet they do not always repeat although actor overload( having a bunch of followers) will guarantee it. I am not really that worried as it has not stopped the questline progressing so far but the whole left hand side as you enter the open area is the twitchy part and most have occurred there. Not  a big problem and I am just curious.

 

Crashes in the Temple should not adversely impact the quest progression.

I am still looking for better clues as to what is causing them.

 

Posted
1 minute ago, LinksSword said:

has anyone converted the 2021-10-31 version of parasites yet? 

Because i can only find 07 31 version

 

Where is it? When i go to the LE page I don't see such a beast.

Posted
2 minutes ago, LinksSword said:

well i guess it hasn't been released yet even though there is a changelog for it on github just like the other 10-31 updates https://github.com/SkyrimLL/SkLLmods/blob/master/Parasites/Releases/Parasites 2021-10-31.md

 

He's got some updates in there since 10/31. Probably best to wait for an official release instead of just pulling it and converting it. I have no idea on the state in git hub as is.

Posted

Hi i have a problem when i try to enter rimerock burrow the game CTD's and its either the mod stories or stories devious because when i turned them off i have no trouble getting in the cave can someone help me?

Posted
7 minutes ago, thor192 said:

Hi i have a problem when i try to enter rimerock burrow the game CTD's and its either the mod stories or stories devious because when i turned them off i have no trouble getting in the cave can someone help me?

 

That would be Stories Devious.

 

That cave includes an NPC/follower from Devious Stories (The Pet).

 

The most likely cause of crash there would be some issues with Devious Devices. 

 

I haven't tried that area in a while. Maybe other issues creeped in over time.

I will have to take another look.

Posted
14 minutes ago, thor192 said:

Hi i have a problem when i try to enter rimerock burrow the game CTD's and its either the mod stories or stories devious because when i turned them off i have no trouble getting in the cave can someone help me?

 

If it's devious devices, try building the no HDT versions of chains in bodyslide.

 

If you're still crashing after that, get a netscriptframework crash log, it might help isolate it.

Posted (edited)

i had to extract the bsa for some reason i didnt think the se version had that but when i looked the auto saves from in the cave where gone

Edited by thor192
Posted (edited)
36 minutes ago, thor192 said:

i had to extract the bsa for some reason i didnt think the se version had that but when i looked the auto saves from in the cave where gone

 

I've been packing it in a BSA like the original after converting. The BSA is in the SE format.

And unpacking the bsa wouldn't affect your saves.

 

Edit: what version of stories devious are you using?

Edited by zarantha

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