venomr Posted December 30, 2022 Posted December 30, 2022 On 12/25/2022 at 4:48 PM, nihminus said: Pretty new to mods in general and just got BSA browser. How would I change the skin textures for bimbo & succubus races in the SSE version of Hormones to use my skin mod (Fair Skin Complexion for CBBE) instead of the defaults, or otherwise edit them since there doesn't appear to be raw files? Unless there's a patch out there for it that I can't find. (Sorry for reposting this.) Whenever a mod uses a custom texture path to a folder, you can replace those textures by pasting in your own. Just be sure to change the names of the pasted in textures so that they match what the mod is looking for. For example if a mod calls its skin textures "femalebody.H.dds" and you wanted you use your fair skin texture called "femalebody_1.dds," you would make a duplicate of your fair skin texture, change its name to "femalebody_H.dds" and then paste it into the skin folder of the mod. For sexlab hormonnes it seems the skin texture files are inside textures > actors > character > sl_hormones > bimbo textures > actors > character > sl_hormones > succubus textures > actors > character > sl_hormones > tgbody So you could actually have unique textures for all three transformations if you wanted too. While inside the skin textures folder, be sure to right click and chose view > large icons ( or extra large icons) so you can see what skin textures you will be replacing based on their names. They should look similar across all mods ( a rainbow colored skin tends to be msn files and they determine things like breast shading and detail of stomach muscles for example.) This will help you rename file names properly. 1
Fuzzy_Fox Posted December 31, 2022 Posted December 31, 2022 19 hours ago, venomr said: Whenever a mod uses a custom texture path to a folder, you can replace those textures by pasting in your own. Just be sure to change the names of the pasted in textures so that they match what the mod is looking for. For example if a mod calls its skin textures "femalebody.H.dds" and you wanted you use your fair skin texture called "femalebody_1.dds," you would make a duplicate of your fair skin texture, change its name to "femalebody_H.dds" and then paste it into the skin folder of the mod. For sexlab hormonnes it seems the skin texture files are inside textures > actors > character > sl_hormones > bimbo textures > actors > character > sl_hormones > succubus textures > actors > character > sl_hormones > tgbody So you could actually have unique textures for all three transformations if you wanted too. While inside the skin textures folder, be sure to right click and chose view > large icons ( or extra large icons) so you can see what skin textures you will be replacing based on their names. They should look similar across all mods ( a rainbow colored skin tends to be msn files and they determine things like breast shading and detail of stomach muscles for example.) This will help you rename file names properly. Would also like to add. If you use a different mesh from the mod, then that mesh will not need the textures renaming as the game looks for the Mesh first and then the mesh looks for the texture. So if you rename the texture when using a different mesh then the mesh will not know where to look. 1
DeepBlueFrog Posted December 31, 2022 Author Posted December 31, 2022 I am not dead yet! I posted an update of what I am up to and my plans for 2023 on Tumblr and on my blog here at Lovers Lab. It will take me a while to go over postings in the forum discussions. I am afraid I dropped the ball there and I have a lot to catch up. 6
DeepBlueFrog Posted December 31, 2022 Author Posted December 31, 2022 (edited) On 12/24/2022 at 9:57 PM, RoxDox said: I'm surprised no one has asked this question yet. Is the mod and the others abandoned ? Haven't seen an update in about a year. I know DeepBlueFrog still visits from time to time and I know he used to push updates close to monthly, even if they were just small. I would sometimes convert the mods over to SE for fellow users, but it is sad to see a group of great mods simply disappear into obscurity... On 12/25/2022 at 12:33 PM, leesjig said: DBF might be taking a break from modding, believe he’d been at it for 5-10yrs...probably got burnt out. Yep, sad he is mia though. I really enjoy all his mods On 12/26/2022 at 1:30 AM, RoxDox said: I wouldn't be surprised if it was burn out or just losing interest. Feel he could put the mods of up for adoption though. I always had a feeling that trying to manage / create, SD+, parasites, Hormones, Sexlab Stories, and any other mod that I may have forgotten about was a recipe for burnout. I'm just happy that Parasites was essentially complete. Everything else though I try and steer clear of. Even though I love the concepts of Stories and SD+... Who knows maybe DeepBlue will just upload some update out of the blue one day and be like "Lol have fun" Happy New Year! I am still around Happy to report the mods are not abandoned... just a mix of offline issues with family and work, and burn out from a very intense 2021 year of Skyrim modding. I needed a break and actually play some of the games accumulating on Steam that I never get around to play. The backlog of unread messages since July is quite intimidating at this point but I am slowly going over them and making some changes already. My plans for 2023 are to set up SE or AE (not sure which one yet) and prepare for a move away from LE. I will probably post one last LE update for each mod before moving full time on a more recent version once I get it working with the mods I want, including mine. On 12/6/2022 at 9:50 PM, fmilluminatus said: The reason I'm asking is maybe the author can find a way to get the mod working without DD. Yes, DD randomly distributes devices to NPCs because it's glitchy trash. Don't know if it's a "feature" or a bug, but either way it's 100% DD's fault, no other mod. On the install I currently have, I don't have any other mods that use DD beside Parasites and no other DD related mods. The missing textures will never be addressed. I simply don't believe it, the entire mod is intended as a troll to piss off players and the author will certainly not fix things. For example locking the MCM with the "extra hard" default as soon as a DD device is put on; so that someone who just installed DD has to go back to a previous save the second some glitched DD crap appears on their character out of nowhere, it's definitely a troll mod made by a troll. So I'm sure it's a "feature" of the mod that there are always missing textures. As for bloat DD loads up the game with hundreds of junk scripts not necessary for most mods using the framework. It's a mess. Don't know about ZAZ 9 but I'm not using it so... My problems are definitely with DD itself. ? I know how to make a version of SD+ without Devious Devices but unfortunately that would mean a full rewrite from the ground up, and I am not prepared to go through that amount of work On 12/28/2022 at 10:52 PM, ETSubmariner said: The Become A Priest option in SL: Dialogues Quests is greyed out. Why? What did I miss installing? I thought maybe it only applied to males since Priest/Priestess, but my girl and male characters have a greyed out Priest option. That was a placeholder for an idea I have for the mod but it will not be available for a while. Edited December 31, 2022 by DeepBlueFrog 6
Matt59 Posted January 1, 2023 Posted January 1, 2023 Happy New Year you and as well to all, as a Hormones mod follower from day on on Le, I have now enjoyed it on AE with no issues. Ether way every one needs to take a step back from time to time, take care all may it be a better year for the world.....umm tomorrow Me
danna233 Posted January 1, 2023 Posted January 1, 2023 9 hours ago, DeepBlueFrog said: I know how to make a version of SD+ without Devious Devices but unfortunately that would mean a full rewrite from the ground up, and I am not prepared to go through that amount of work I like your mods. But unfortunately new versions of DD do not support old modifications. A lot of bugs with devices. In addition, the author of DD constantly updates his resource by adding a lot of everything superfluous and not lore. It would be nice if your mods did not depend on the DD resource. Sorry for my google translator. Happy New Year!
DeepBlueFrog Posted January 1, 2023 Author Posted January 1, 2023 On 9/12/2022 at 6:49 PM, foreveraloneguy said: I got annoyed and added SGO pregnancy detection to hormones Jan 22 release. slh_qst_hormonegrowth.psc 100.02 kB · 11 downloads slh_fctutil.psc 48.16 kB · 8 downloads Thanks again. I included these changes into the code for the next version.
DeepBlueFrog Posted January 1, 2023 Author Posted January 1, 2023 Question for SSE conversion experts - What is the current status between Special Edition and Anniversary Edition? I don't care much for AE except for a few 'creations' like Saint and Seducers. Am I better off with Special Edition only? or is Anniversary Edition the recommended version going forward?
ebbluminous Posted January 1, 2023 Posted January 1, 2023 22 minutes ago, DeepBlueFrog said: Question for SSE conversion experts - What is the current status between Special Edition and Anniversary Edition? I don't care much for AE except for a few 'creations' like Saint and Seducers. Am I better off with Special Edition only? or is Anniversary Edition the recommended version going forward? Still quite a few handy mods not AE compatible, so I've been sticking with SE for now. 2
w234aew Posted January 1, 2023 Posted January 1, 2023 (edited) 1 hour ago, DeepBlueFrog said: Question for SSE conversion experts - What is the current status between Special Edition and Anniversary Edition? I don't care much for AE except for a few 'creations' like Saint and Seducers. Am I better off with Special Edition only? or is Anniversary Edition the recommended version going forward? Engine-wise, AE has some advantages (if configured right, AE can deal with papyrus scripts quicker than SE). However, there are still fundamental compatibility issues with AE that don't exist with SE (Faster HDT-SMP and YPS interact in a way that breaks meshes in AE, lack of iFPV and improved camera being slower to update). Downgrade patcher mitigates most stress though, so it's just a matter of choosing version. My preference is 1.5.97 (to keep YPS+HDT SMP behaving nicely), but once HDT-SMP's mesh handler is fixed for YPS compatibility, I'm moving back to AE (probably straight to 1.6.640, to keep more up-to-date). Edited January 1, 2023 by w234aew
aurreth Posted January 1, 2023 Posted January 1, 2023 8 minutes ago, DeepBlueFrog said: So... SE it is for now, thanks! I recently (last month or so) did a complete install of the latest AE and I haven't experienced any problems. As long as you make sure you pick the right version of the mod pretty much everything is working. The biggest issue was a compatible version of SKSE and its various extensions (Address Library, PapyrusUtil, etc.), but those all exist now. Which means any SE mod that was broken because of scripts should now work. I haven't found any that don't. I admit I don't run metric tons of LL mods, but the ones I do use work pretty well. As well as they ever did with SE anyway. The only issue I had was SOS: the No DLL version works fine, but I had to figure out on my own that SOSRaceMenu.esp was not being enabled on install and has to be manually turned on. This is likely a Vortex issue. Aroused SSE, DD 5.1, Creature Framework, More Nasty Critters, and others all work. DD 5.2 is not ready for prime time, but that is a mod issue, not an AE issue, and Zap 9 isn't even out for SE yet. Dynamic Animation Replacer (DAR) does not have a compatible version, as the author doesn't want to spend money on AE. Understandable. Since there was a major shift to using it a while back that does place some things off limits. Of your mods I only use the Dibella Sisterhood, and I haven't noticed any problems so far, but I haven't run all the way through it yet either. The only major reason to not use AE is that it includes a ton of Creation Club content that is either seriously OP or messes up locations used by popular mods. For example, the CC Tundra Homestead player home butts up against Luxury Suite, and sticks trees through the exterior decking. So far patches to fix these kinds of issues are sparse or nonexistent, and everyone saying, "don't upgrade!" based on outdated information is slowing the pace of player made fixes. Hope that helps.
DeepBlueFrog Posted January 1, 2023 Author Posted January 1, 2023 Are new Content Creations baked in AE? or is it possible to pick and choose which ones you want installed?
phalancks Posted January 1, 2023 Posted January 1, 2023 (edited) 28 minutes ago, DeepBlueFrog said: Are new Content Creations baked in AE? or is it possible to pick and choose which ones you want installed? They're baked in, but there's also some conflicted terminology around this. AE is often used to refer to game version 1.6.x, while SE is used to refer to game version 1.5.97 (the version from before AE was released). If you download SE right now, you get game version 1.6.x. There are some mods that don't work on the latest version. DAR works on 1.6.353 ( think this is the right version) but not the latest 1.6.640. Many times if a mod says "AE Required" it actually means 1.6.x required. The latest SE versions also have some of the creation kit content baked in. Most of the time the added content isn't going to cause issues, but the mismatched versions will for skse, and skse plugins (dlls) Edited January 1, 2023 by phalancks
DeepBlueFrog Posted January 1, 2023 Author Posted January 1, 2023 1 minute ago, phalancks said: They're baked in, but there's also some conflicted terminology around this. AE is often used to refer to game version 1.6.x, while SE is used to refer to game version 1.5.97 (the version from before AE was released). If you download SE right now, you get game version 1.6.x. There are some mods that don't work on the latest version. DAR works on 1.6.353 ( think this is the right version) but not the latest 1.6.640. Many times if a mod says "AE Required" it actually means 1.6.x required. The latest SE versions also have some of the creation kit content baked in. Fantastic.. trust Bethesda to make a mess of this 1
phalancks Posted January 1, 2023 Posted January 1, 2023 Just now, DeepBlueFrog said: Fantastic.. trust Bethesda to make a mess of this Yeah, it's a bit of a shit show, partially due to the modding community using terms interchangably. My recommendation is that if you don't care about any of the AE content, just get SE at the latest version. If you want all the cool animation mods, you'll need DAR which is only on 1.6.353(or something like that) and you can downgrade to it with the downgrade patcher. Personally I just use the latest SE. Honestly, buy whichever edition you want, then choose the game version you want and downgrade. I believe the biggest mod that isn't on 1.6.x is the .Net Script Framework, but there aren't a lot of mods that I've wanted that rely on it. Custom Skills Framework is the biggest I know about. DAR is the biggest one that isn't on the latest version of 1.6.640 and most of your combat animation mods rely on it.
TheRightDoorIsNotTheLeft Posted January 1, 2023 Posted January 1, 2023 FYI -- I installed Dialogues SE for the first time and ran DynDOLOD version 3. I got this warning from DynDOLOD. Quote Error: Deleted reference SexLab_Dialogues.esp [REFR:000D93C5] (places NorVineWall03NoCol [STAT:0003A1FA] in GRUP Cell Temporary Children of GuardianStones [CELL:00009B91] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,-15))
aurreth Posted January 1, 2023 Posted January 1, 2023 1 hour ago, phalancks said: They're baked in, but there's also some conflicted terminology around this. AE is often used to refer to game version 1.6.x, while SE is used to refer to game version 1.5.97 (the version from before AE was released). If you download SE right now, you get game version 1.6.x. There are some mods that don't work on the latest version. DAR works on 1.6.353 ( think this is the right version) but not the latest 1.6.640. Many times if a mod says "AE Required" it actually means 1.6.x required. The latest SE versions also have some of the creation kit content baked in. Most of the time the added content isn't going to cause issues, but the mismatched versions will for skse, and skse plugins (dlls) Go with what you can afford. If the AE version is on sale buy that one, and you can always delete the files for the CC content you don't want. A lot of people do that for Tundra Homestead so that they can continue to use Luxury Suite. You can redownload them later. As @phalancks says, you are going to get 1.6.640 from Steam, whether you buy SE or AE. If you want go backwards you'll have to downgrade. If not, you'll want mod versions for "AE". The biggest thing is matching your SKSE version to your game version. This is assuming that you aren't buying the GOG version, which has its own version number, 1.6.659. But there is a version of SKSE for that as well. Personally I just got tired of worrying about version numbers, went with the current one (1.6.640), and installed all the basic utilities and extenders for that. You can't use DAR (I never did before AE) or .NET stuff (was never comfortable with random DLLs in my system anyway), but other than that pretty much everything else works.
RoxDox Posted January 2, 2023 Posted January 2, 2023 13 hours ago, DeepBlueFrog said: Question for SSE conversion experts - What is the current status between Special Edition and Anniversary Edition? I don't care much for AE except for a few 'creations' like Saint and Seducers. Am I better off with Special Edition only? or is Anniversary Edition the recommended version going forward? I have done the dodgy and may have sailed the high seas to keep a permanent SE version. I believe that if you develop it with SE in mind and don't require the AE content to be a requirement there should be no issue.
Seeker999 Posted January 2, 2023 Posted January 2, 2023 OTOH, why not make the switch to v1.6.640? There are already conversions of your mods for 1.5.97. If the requirements for your mods are already updated (or there are reasonable alternatives), then why not? Do you plan on updating again for AE? That seems like a headache. That's just my opinion. I know you put a lot of work in your mods. I'm still using 1.5.97, but only because I've been playing the same game for over a year! When I decide I'm done, I'm going straight to the latest AE. I won't buy the extra Creation Club stuff, just take the handful of items included with the base download. I'm actually looking forward to an updated Skyrim.
aurreth Posted January 2, 2023 Posted January 2, 2023 3 minutes ago, leesjig said: So if I turn on the steam update, my se skyrim 1.5.97 will update to AE skyrim ver 1.6.640, then I need to get the correct skse ver to match that, then I need to update all the mods that rely on the new skse ver. Yeah sounds like a shit show. I've had se setup for a couple of yrs. I'm to scared to try. haha I was working from a brand-new install, after completely removing the game and all mods/mod archives. 100% from scratch. If you have an existing SE install modded the way you want it, definitely don't upgrade. If you are starting from a blank slate, might as well go for 1.6.640. As long as you aren't using a mod with a DLL, and you install the correct versions of SKSE and the other "base" mods, there isn't really any reason not to.
pinky6225 Posted January 2, 2023 Posted January 2, 2023 Using the conversion for - SexLab Alicia Painslut Loads and everything and not had a crash but i seem to recall when i used this in the past Alicia should turn into Ali when you beat her enough and while the NPC looks diffrent the dialogue is the same and (again vague recall as ages since i used it) is missing a dialogue line to ask about the difference between the two which was required to advance the story Should the name plate on the two be changing?
DeepBlueFrog Posted January 2, 2023 Author Posted January 2, 2023 44 minutes ago, pinky6225 said: Using the conversion for - SexLab Alicia Painslut Loads and everything and not had a crash but i seem to recall when i used this in the past Alicia should turn into Ali when you beat her enough and while the NPC looks diffrent the dialogue is the same and (again vague recall as ages since i used it) is missing a dialogue line to ask about the difference between the two which was required to advance the story Should the name plate on the two be changing? I didn't change much there.. it is possible I renamed Ali back to Alicia to keep up with changes to the Lore in Sanguine Debauchery but that is just a display name. She should still transform into a succubus when she gets enough pain.
danna233 Posted January 3, 2023 Posted January 3, 2023 СД+ работает на АЕ 1.6.640. Но, простите, СД+ у меня модифицированный фанатами, тот что лежит здесь на сайте у меня не работает, огомная проблема с корнями спригана, их просто нет, их невидно, и поэтому их невозможно снять.
sepangsaya Posted January 3, 2023 Posted January 3, 2023 hi, i jz installed this framework on MO2, generate fnis then open skse, comes out with t-pose. when i install another mod that fnis-related, got no problem at all. any suggestion?
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