ScrollSerrayt Posted June 12, 2020 Posted June 12, 2020 I'm working on my mod that has a sexlab dependency and I wanted to make use of the sexlab diary stats. However when I try to import sexlab libraries into my scripts and compile I get the error of "variable NiOverride is undefined". After some research I learn that it's trying to call this variable from racemenu through the sslActorAlias and ssLSystemConfig scripts. This variable comes from NiOverride which comes from racemenu, the variable seems to only being used for high heel options. I read on another help forum post that creation kit can't access the scripts because they are in a bsa, so I used Bethesda Archive Extractor to extract the racemenu bsa into loose files into the same folder the bsa is located. I try compiling and I still get the error. After some more digging I find out that NiOverride is also supposed to be a dll file located in racemenu's SKSE plugins folder. When I look in my extracted racemenu folders I do not have any NiOverride.dll file, but I do have an NIOverride folder inside SKSE, but the only files in here are shaders of some sort. So now I'm lost. Why isn't NiOverride variable being found? I can think of a couple workarounds. Considering I don't use high heel mods I could use brute force and just edit the sexlab scripts and remove all mentions of NiOverride, but I don't want to do that because I'd like my mod to work for people who do enjoy high heel mods. The other workaround is making up my own sex stat tracking using global variables, but the issue with this is that it means my mod would require a new game to work fully because if someone already has sex stats on their characters it won't align with my tracker, and I don't want for example virgin dialogue playing for a character that has had sex hundreds of times. Both workarounds will help make the mod work for my personal use, but it will make it work poorly for others. So basically I want to fix this issue the correct way, by properly calling NiOverride, I will keep the workaround options as a last resort. For a bit of additional info, I am launching Creation Kit from MO2, and I am exporting all changes I make directly into another mod folder. I'm not sure if this would case any issue, this is just the set up I've been using to make my mod.
ManMadeMods Posted April 21, 2023 Posted April 21, 2023 (edited) I had the same issue launching CK SSE from MO2. I solved it this way : 1 - Create the following folder hierarchy in the MO2 overwrite folder : overwrite\Source\Scripts 2 - Unpack the scripts from the racemenu .bsa into the Scripts folder from step 1, particularly nioverride.psc. 3 - Relaunch CK Edited April 21, 2023 by ManMadeMods 5
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