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SkyrimLL/DeepBlueFrog mods conversion to SSE


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Posted
On 1/14/2023 at 11:10 PM, DeepBlueFrog said:

On the topic of moving to SE... I am making good progress rebuilding my set up.

 

I covered world improvements, atmospherics, vegetation, textures, NPCs and some must have quest mods and quality of life improvements.

I am at the stage where SexLab is set up with the foundations to most of my mods.

I am introducing quality of life SexLab mods first and I will finish with my own mods.

 

First I will use the conversions that were already provided as a shortcut, but I fully intend to learn the process and make my own conversions from now on.

 

The plan will be to publish one last functional update for each of my mods for LE, and then move on to develop full time on SE/AE one mod at a time.

 

In the meantime, I am having fun making Skyrim fun again... the amount of pain and load I can inflict on SE is remarkable so far.

 

 

489830_20230113121656_1.png

489830_20230113234716_1.png

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What ENB are you using?

Posted
6 minutes ago, RoninDog said:

 

What ENB are you using?

 

At the base, I am using a mix of Rudy ENB for Cathedral Weather and my own set of Reshade filters on top to correct things (desaturation and highlights).

I am also adding my own tweaks of the ENB because it has a tendency to have a lot of flat fog weathers.

Posted (edited)
26 minutes ago, DeepBlueFrog said:

 

At the base, I am using a mix of Rudy ENB for Cathedral Weather and my own set of Reshade filters on top to correct things (desaturation and highlights).

I am also adding my own tweaks of the ENB because it has a tendency to have a lot of flat fog weathers.

 

Thanks. I remember using Rudy in LE and it was quite good. Cathedral looks a bit gloomy though.

 

Another question if you don't mind. Is there BHUNP/UUNP bodyslide files for the Chaurus armor anywhere?

Edited by RoninDog
Posted
2 hours ago, ebbluminous said:

Doi you have any of those mods that let you see your character sleeping in the bed? I've foudn them can mess with sleep counting as sleep for other mods - Some of them act like a wait rather than a sleep

I don't think so. The only mod I could think that I changed that would do that is the ShowPlayerInMenu mod so I disabled it after reading this and it still didn't work. Any other mods you can think of that might add this?

Posted
40 minutes ago, RoninDog said:

 

Thanks. I remember using Rudy in LE and it was quite good. Cathedral looks a bit gloomy though.

 

Another question if you don't mind. Is there BHUNP/UUNP bodyslide files for the Chaurus armor anywhere?

 

Possibly.. but I have been terrible at tracking mesh conversions. 

Maybe someone in the forum can help.

Posted

I've gone through some more mods and disabled them (like immersive animations, attacks of opportunity, etc) and still it doesn't seem to want to ever activate for me. Is there a command I can run to automatically make it activate and then see if sleeping affects anything?

Posted (edited)

Not a conversion of my own mods yet but I am happy to report my first SSE mod on Nexus.

 

More RS Children compatibility patches - for compatibility between RS Children and ...

- Redbag's Rorikstead (there is one but it is merged with an AI Overhaul dependency which I am not using)
- The Great Town of Shor's Stone
- The Great Village of Kynesgrove

 

I couldn't find these patches so I made them.

 

This was a good occasion for me to work out set up issues for CK editor, on Special Edition.

 

They have not been tested yet but if anyone is in the same situation, feel free to grab them over there until I upload them here :)

 

489830_20230115192804_1.png

Edited by DeepBlueFrog
Posted
3 minutes ago, CuriouslyWeird1 said:

I've gone through some more mods and disabled them (like immersive animations, attacks of opportunity, etc) and still it doesn't seem to want to ever activate for me. Is there a command I can run to automatically make it activate and then see if sleeping affects anything?

 

Take a look at your error Skyrim error log and see if there is a message like this when you go to sleep:

 

SL Hormones: Player went to sleep at: ...

 

 

 

Posted
5 hours ago, Chlodwig said:

Got one question is it possible to replace the  gatti Jewl clothes with open Monk robes

 

That should be possible by swapping the meshes in your folder and keeping the same names as the originals.

 

5 hours ago, Chlodwig said:

And I also have Dibellan Bath installed and the Doors to the underground bath and the dibella bath is 50% overlapping (both work so no issue besides the overlapping) but is there a way to move the door so that they don't overlap?

 

Can you share a screenshot of what the overlapping doors look like?

Posted
3 minutes ago, DeepBlueFrog said:

 

Take a look at your error Skyrim error log and see if there is a message like this when you go to sleep:

 

SL Hormones: Player went to sleep at: ...

 

 

 

Wont Papyrus only make an error log when a crash happens? The game isn't crashing unless I'm not right in this assumption

Posted
27 minutes ago, CuriouslyWeird1 said:

Wont Papyrus only make an error log when a crash happens? The game isn't crashing unless I'm not right in this assumption

 

The log includes a lot of debug messages that happen as you play. 

 

Can you share a copy of your error log after you try to sleep?

 

And by log I mean the Papyrus.0 log described here:

 

https://github.com/SkyrimLL/SDPlus/wiki/FAQ#q-you-said-something-about-papyrus-logs-how-do-i-do-that 

Posted (edited)
20 minutes ago, CuriouslyWeird1 said:

Papyrus.0.logHere it is, I loaded, slept 1 hour, then QQQ'd out through the console.

 

Thanks! Error messages like these is telling me Hormones is not properly installed for you.

 

If you use a Mod manager, make sure the mod is actually selected and deployed (and that there is not another older version being deployed by accident).

 

If you deployed the mod manually, make sure the files were copied in the right folder.

 

Right now, the log makes it look like Hormones was installed, then uninstalled and some scripts were left behind.

 

01/15/2023 - 07:47:00PM] Error: Method setColorState not found on slh_fctcolor. Aborting call and returning None
stack:
	[_SLH_Controller (630012C4)].slh_qst_hormonegrowth.setHormonesState() - "slh_qst_hormonegrowth.psc" Line 1567
	[_SLH_Controller (630012C4)].slh_qst_hormonegrowth.Maintenance() - "slh_qst_hormonegrowth.psc" Line 195
	[alias PlayerRef on quest _SLH_Controller (630012C4)].SLH_QST_PlayerAlias.OnPlayerLoadGame() - "SLH_QST_PlayerAlias.psc" Line 29

 

Edited by DeepBlueFrog
Posted (edited)
34 minutes ago, DeepBlueFrog said:

 

Thanks! Error messages like these is telling me Hormones is not properly installed for you.

 

If you use a Mod manager, make sure the mod is actually selected and deployed (and that there is not another older version being deployed by accident).

 

If you deployed the mod manually, make sure the files were copied in the right folder.

 

Right now, the log makes it look like Hormones was installed, then uninstalled and some scripts were left behind.

 

01/15/2023 - 07:47:00PM] Error: Method setColorState not found on slh_fctcolor. Aborting call and returning None
stack:
	[_SLH_Controller (630012C4)].slh_qst_hormonegrowth.setHormonesState() - "slh_qst_hormonegrowth.psc" Line 1567
	[_SLH_Controller (630012C4)].slh_qst_hormonegrowth.Maintenance() - "slh_qst_hormonegrowth.psc" Line 195
	[alias PlayerRef on quest _SLH_Controller (630012C4)].SLH_QST_PlayerAlias.OnPlayerLoadGame() - "SLH_QST_PlayerAlias.psc" Line 29

 

I've reinstalled it from the files in this thread though and it still doesn't work. I've tried both versions as well but I will try to manually deploy.

Should I have the LE version installed first and then overwrite it with the version in this thread?

 

^^^^ This did not fix it

 

Edited by CuriouslyWeird1
Posted (edited)

Ok I also just tried installing it with the older version listed earlier in this thread and it still doesn't want to activate. Short of a complete re-install which would suck since this is the only one out of 203 mods I can't get to work. I'm not sure what else to check

Edited by CuriouslyWeird1
Posted
7 minutes ago, CuriouslyWeird1 said:

Ok I also just tried installing it with the older version listed earlier in this thread and it still doesn't want to activate. Short of a complete re-install which would suck since this is the only one out of 203 mods I can't get to work. I'm not sure what else to check

 

Very strange... I am not using Mod organizers so there isn't much I can do to help but it does point to a mix up between versions.

The SE version is standalone.. you don't need the LE version.

Posted

For SE users, in case you have missed this... DAR has apparently been ported to AE.

 

I am not using it but I would like to... I need to work out what that would mean for FNIS.

Can they coexist?

 

 

 

Posted (edited)
18 minutes ago, DeepBlueFrog said:

 

Very strange... I am not using Mod organizers so there isn't much I can do to help but it does point to a mix up between versions.

The SE version is standalone.. you don't need the LE version.

I've already gone into Vortex as well and it still wont work after making sure the old version is gone

 

 

 

edit: AHAH!!! Importing everything to Nexus seems to work for some reason?? I don't really understand it but I'm also NOT going to question it! Thank you!

Edited by CuriouslyWeird1
Posted
2 hours ago, DeepBlueFrog said:

Can they coexist?

 

Yes, they coexist just fine. :)

You don't even need to rerun FNIS after installing DAR animations, they're completely separate.

 

If you'd like to speed up DD, there's instructions on how to convert it to DAR, the results are amazing. This also allows DD to work with Nemesis or Nemesis and FNIS installed, since DAR is completely separate from both of those frameworks. And the device equipping speed is much faster than the AAs using FNIS. Works for 5.1 and 5.2. Unfortunately, it looks like the DAR animations won't make the 5.2 cut, so if you want them it's do it yourself.

 

Posted
1 hour ago, zarantha said:

 

Yes, they coexist just fine. :)

You don't even need to rerun FNIS after installing DAR animations, they're completely separate.

 

If you'd like to speed up DD, there's instructions on how to convert it to DAR, the results are amazing. This also allows DD to work with Nemesis or Nemesis and FNIS installed, since DAR is completely separate from both of those frameworks. And the device equipping speed is much faster than the AAs using FNIS. Works for 5.1 and 5.2. Unfortunately, it looks like the DAR animations won't make the 5.2 cut, so if you want them it's do it yourself.

 

 

Thanks.. that will be useful to explore next.

 

I would like to set up one of the fancy animated combat systems I have seen in videos.. as well as conditional idles and actions/animations.

Maybe the next week setting that up and the week after setting up my own mods finally.

 

So far I am very impressed with the results of SE/AE with a lot of mods (450 at the moment).

 

I would like to have everything in place to work on my own conversions in February.

 

 

Posted
4 minutes ago, DeepBlueFrog said:

 

Thanks.. that will be useful to explore next.

 

I would like to set up one of the fancy animated combat systems I have seen in videos.. as well as conditional idles and actions/animations.

Maybe the next week setting that up and the week after setting up my own mods finally.

 

So far I am very impressed with the results of SE/AE with a lot of mods (450 at the moment).

 

I would like to have everything in place to work on my own conversions in February.

 

 

 

Nemesis is what a lot of the fancy combat mods use, but it doesn't support creatures. So you may need to use both FNIS and Nemesis together.

I've finally got them working together with this guide: https://www.nexusmods.com/skyrimspecialedition/mods/54702

 

Mostly all we use is CAO to convert. It does meshes, textures, and animations in one go.

There's a few outliers on the scripting side, but normally those don't need anything done and I think most of that's already been covered with your mods.

 

You'll want to look up ESL if you aren't using it already - it can be very handy to flag smaller mods and patches as ESL and save a full slot. I still don't need to merge and I usually end up landing around a thousand plugins now. xedit has a script to check if things can be esl'd and there's a plugin for mo2 to check and set the flag. Wryebash can check if a plugin can be ESL'd too.

 

If you're having trouble finding a SE version of something on LL, check out the conversion tracking thread: https://www.loverslab.com/topic/94228-se-compatibility-tracking-dec-11-7652/

 

Posted
7 hours ago, DeepBlueFrog said:

Maybe the next week setting that up and the week after setting up my own mods finally.

 

So far I am very impressed with the results of SE/AE with a lot of mods (450 at the moment).

 

LOL you may be what gets me to finally update from 1.5.97 SE ... so nice to see you back.

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