Samson Nite Posted February 18, 2022 Posted February 18, 2022 15 hours ago, safado said: You can copy from 9.2 the folder mesh, texture, and the outfit.json file to 9.9 and it become compatible with Skyrim SE. Script / Dialog View / Seq folder and pchsWartimes.esp are the same for LE and SE version ?
safado Posted February 18, 2022 Posted February 18, 2022 (edited) 2 hours ago, Samson Nite said: Script / Dialog View / Seq folder and pchsWartimes.esp are the same for LE and SE version ? SkyrimSE is 99% compatible with LE scripts***, DialogViews, Seq, and Sound assets. ***Scripts as long all dependencies are available in the same form and reference index for SE. For LE Meshes, it needs to be processed using "Cathedral Assets Optimizer" to clean/convert incompatible node branches that can be present in the mesh. For LE Animations in Mesh folder, it needs to be converted using Creation KIT SE. Not necessary for Wartime, there are no animations as everything is from ZAZ and sexlab. For LE texture, it needs to be also processed using CAO to convert/resize-Aspect-Ratio to DirectX11 DDS standards for compression and resize has to do with optimized tiling. LE uses DirectX9 graphic asset standards, replaced in 11 used by SE. Esp plugin in form43 is a constant back and fore about it. Just use the plugin without conversion. The SKSE folder is custom modding, and it depends on the usage of it, in the case of Wartime it stores many configuration attributes in json files. For compatibility reasons between upgrades, only reuse the Outfit.json. It minimizes bugs with missing entries in old Json. Some bug fixes have to do with that. Wartime 9.2SE Mesh and Texture folders can be reused on 9.9 and 10 (at the moment only those). Do not overwrite, instead replace the folders, specially the texture folder, because the TGA files in "Textures\actors\character\facegendata\facetint\pchsWartimes.esp" can cause problems in SE. CAO can deal with that for you. Disable BSA features in CAO unless you know why you need that. No need to use CAO if folder replaced with 9.2SE version. You also require SL Survival update for new features in Wartime. Do the same and replace mesh and texture with 0.674 version. Do not forget to re-do the bashed/Smashed/Tex5edit-Merge file to inject entries into containers and merchant inventories, very important for Belethor inventory. If I was not clear, it is maybe better if you wait for conversion by someone like Silvain. Edited February 18, 2022 by safado
Samson Nite Posted February 18, 2022 Posted February 18, 2022 26 minutes ago, safado said: SkyrimSE is 99% compatible with LE scripts***, DialogViews, Seq, and Sound assets. ***Scripts as long all dependencies are available in the same form and reference index for SE. For LE Meshes, it needs to be processed using "Cathedral Assets Optimizer" to clean/convert incompatible node branches that can be present in the mesh. For LE Animations in Mesh folder, it needs to be converted using Creation KIT SE. Not necessary for Wartime, there are no animations as everything is from ZAZ and sexlab. For LE texture, it needs to be also processed using CAO to convert/resize-Aspect-Ratio to DirectX11 DDS standards for compression and resize has to do with optimized tiling. LE uses DirectX9 graphic asset standards, replaced in 11 used by SE. Esp plugin in form43 is a constant back and fore about it. The SKSE folder is custom modding, and it depends on the usage of it, in the case of Wartime it stores many configuration attributes in json files. For compatibility reasons between upgrades, only reuse the Outfit.json. It minimizes bugs with missing entries in old Json. Some bug fixes have to do with that. Wartime 9.2SE Mesh and Texture folders can be reused on 9.9 and 10 (at the moment only those). Do not overwrite, instead replace the folders, specially the texture folder, because the TGA files in "Textures\actors\character\facegendata\facetint\pchsWartimes.esp" can cause problems in SE. CAO can deal with that for you. Disable BSA features in CAO unless you know why you need that. No need to use CAO if folder replaced with 9.2SE version. You also require SL Survival update for new features in Wartime. Do the same and replace mesh and texture with 0.674 version. Do not forget to re-do the bashed/Smashed/Tex5edit-Merge file to inject entries into containers and merchant inventories, very important for Belethor inventory. If I was not clear, it is maybe better if you wait for conversion by someone like Silvain. Thanks so much for such detail explanation. It is very kind of you!!!!?? Let me try as you said first and see what happens. Hope that is OK. Thank you again !!!
safado Posted February 18, 2022 Posted February 18, 2022 (edited) 22 minutes ago, Samson Nite said: Thanks so much for such detail explanation. It is very kind of you!!!!?? Let me try as you said first and see what happens. Hope that is OK. Thank you again !!! About SL Survival if you have customized JSON files it is better to reuse them, stuff like the BikiniArmors.json, BikBreak jsons, overlays, and the like. Better use your mod manager and create a mod folder with your custom json. Better tracking during upgrade. The new code initialize during load, but also go out and return to home to refresh the script triggered by that event. Review the MCM again, as you may need to set the hotkeys because of new JSON for settings. Review options Edited February 18, 2022 by safado
Polonium Posted February 19, 2022 Posted February 19, 2022 A problem in the SE conversion: The Piercing quest/task does not seem to finish correctly, I'll talk to the woman in the basement of Radiant Raiment and after talking with her will get a textbox, but this does not appear to be finished and when talking to the woman again the same dialogue comes up. Has anyone else had or solved this problem?
Monoman1 Posted February 19, 2022 Posted February 19, 2022 29 minutes ago, Polonium said: A problem in the SE conversion: The Piercing quest/task does not seem to finish correctly, I'll talk to the woman in the basement of Radiant Raiment and after talking with her will get a textbox, but this does not appear to be finished and when talking to the woman again the same dialogue comes up. Has anyone else had or solved this problem? If this is about the 'Check your piercings are correct message box' then everyone gets this message. Return to father and select 'Father?'. If you get 'Father's is pleased with my piercings' then I don't think there's anything to worry about. 1
Alis_999 Posted February 19, 2022 Posted February 19, 2022 (edited) 22 hours ago, Monoman1 said: Tested that just now. Seems ok to me - didn't get taken. The other thing I'll have to check later. Hm... i tested more and may be understand why. I start the quest -> complete a few guests tasks -> save the game -> exit -> run Skyrim -> load the game -> continue party tasks -> sometimes works fine, sometimes father remove food and mead. Party quest use two items, may be you just add them as exceptions for cumslut quest? Edited February 19, 2022 by Alis_999
Desvati Posted February 19, 2022 Posted February 19, 2022 On 11/29/2021 at 8:09 PM, Monoman1 said: Right. That's an oversight. For now you can do probably just do 'StopQuest pchsPlayerModestyQuest' before starting the run and do StartQuest after completing it. Tried changing the factions before but nothing changed. Also changed all the packages to not 'unlock doors' but nothing. I'd like to think I know a good bit about locking doors. I've done it a lot in SLS and even the cellar works ok for some reason. This is just going to be another one of these 'quirks' Skyrim has I think IMO. Next step might be to place OnLockStateChanged on the door and see if it even fires. Don't think I've ever seen one that worked well tbh. Usually they end up being hand job anims. Not sure if you've tried the OnLockStateChanged yet, or its results, but I was thinking about the lock thing myself again and was wondering, maybe having the door be locked on new game start would be an idea? Thinking about a lot of major locks in the base game, they tend to be locked by default and then either NPCs or the player interact with the locks to remove/renew them. If the door started locked when you start the game, it might properly register and then we'd just give the player a key to the house that can be later confiscated, or father/mother can let her out at the beginning of the game with the start of quest chain only for entry and exit to be later determined on father's whim. ?
Monoman1 Posted February 19, 2022 Posted February 19, 2022 11 minutes ago, Desvati said: Not sure if you've tried the OnLockStateChanged yet, or its results, but I was thinking about the lock thing myself again and was wondering, maybe having the door be locked on new game start would be an idea? Thinking about a lot of major locks in the base game, they tend to be locked by default and then either NPCs or the player interact with the locks to remove/renew them. If the door started locked when you start the game, it might properly register and then we'd just give the player a key to the house that can be later confiscated, or father/mother can let her out at the beginning of the game with the start of quest chain only for entry and exit to be later determined on father's whim. ? Initially flagging the door as locked in the CK didn't work either IIRC.
Polonium Posted February 19, 2022 Posted February 19, 2022 1 hour ago, Monoman1 said: If this is about the 'Check your piercings are correct message box' then everyone gets this message. Return to father and select 'Father?'. If you get 'Father's is pleased with my piercings' then I don't think there's anything to worry about. No, the task is stuck at "Get Piercings in Solitude".
Monoman1 Posted February 19, 2022 Posted February 19, 2022 26 minutes ago, Polonium said: No, the task is stuck at "Get Piercings in Solitude". Are you returning via the provided free cart? (not fast traveling or any other way) After that I'm afraid I don't know. Don't use SE. 1
Desvati Posted February 19, 2022 Posted February 19, 2022 42 minutes ago, Monoman1 said: Initially flagging the door as locked in the CK didn't work either IIRC. Damn, should've figured you might've already tried. Wish there was a way I could mess around with this myself but I have no idea where to begin.
Monoman1 Posted February 19, 2022 Posted February 19, 2022 14 minutes ago, Desvati said: Damn, should've figured you might've already tried. Wish there was a way I could mess around with this myself but I have no idea where to begin. As with everything in skyrim there are usually ways around problems. Maybe you can disable the real door and place a 'fake' locked door in it's place instead. The lengths you have to go to sometimes though are enough to put me off. 1
Desvati Posted February 19, 2022 Posted February 19, 2022 Definitely. My running theory was that it had something to do with either, timing or its connection to the worldspace of Skyrim, rather than say, being inside Whiterun or a locked door of the inner sanctum of some dungeons (two separate cells but both interiors). It doesn't seem to be timing, so I'd imagine it has something to do with locking doors that connect directly to Skyrim and not one of the sub-zones.
Silvain Posted February 19, 2022 Posted February 19, 2022 Updated my post with the new versions (https://www.loverslab.com/topic/149018-wartimes-a-daughters-tale-le-alternate-start-scenario/?do=findComment&comment=3463767). As always use at your own risk and do some testing before comitting to a long running save. ^^ 2
fred200 Posted February 19, 2022 Posted February 19, 2022 1 hour ago, Silvain said: Updated my post with the new versions (https://www.loverslab.com/topic/149018-wartimes-a-daughters-tale-le-alternate-start-scenario/?do=findComment&comment=3463767). As always use at your own risk and do some testing before comitting to a long running save. ^^ Thanks for doing these conversions! There is one .hkx that needs some love: Warning: \character\behaviors\FNIS_SL_Survival_Behavior.hkx not Skyrim SE compatible 1
Silvain Posted February 19, 2022 Posted February 19, 2022 (edited) 1 hour ago, fred200 said: Thanks for doing these conversions! There is one .hkx that needs some love: Warning: \character\behaviors\FNIS_SL_Survival_Behavior.hkx not Skyrim SE compatible Huh weird. I "upgraded" to the new stable version of CAO but it seems like it doesn't like this specific file for some reason. Edit: Should be fixed. At least my FNIS is not complaining anymore. Edited February 19, 2022 by Silvain
safado Posted February 19, 2022 Posted February 19, 2022 (edited) 1 hour ago, Silvain said: Huh weird. I "upgraded" to the new stable version of CAO but it seems like it doesn't like this specific file for some reason. Edit: Should be fixed. At least my FNIS is not complaining anymore. CAO do not do Behavior files. You need Creative Kit with the proper animation tool to convert that. Guide to Animation.hkx conversion for Skyrim Special Edition Spoiler 1. You will need to download the Skyrim Special Edition Creation Kit which can be found on the Bethesda Launcher. http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe 2. After starting it will unpack all the Creation Kit files and tools in your "Steam\steamapps\common\Skyrim Special Edition" folder. 3. Download your favorite Animation mod from Old Skyrim Nexus. 4. Run this file through Nexus Mod Manager picking which Animations you want. 5. Now download the "converttoskyrimSE.bat" Batch file from the "Files" section. 6. Go to Skyrim Special Edition/Tools/HavokBehaviorPostProcess and copy the HavokBehaviorPostProcess.exe file and paste it to the folder Skyrim Special Editon/Data/Meshes/Actors/character/animations..Now drop "converttoskyrimse.bat" in the folder. 9. Click on "convertoskyrimse.bat" and wait for it to finish. NOTE: You will need to do this with Male or Female folders as well as 1st Person Animations,Behaviors same process as above. 10. Profit! FNIS is now available for Special Edition I have not tested it but in theory it should work. UPDATE!! THE NEW BATCH SHOULD NOT DELETE ANY OF YOUR HKX FILES AND YOU JUST NEED TO DROP HavokBehaviorPostProcess.exe and converttoskyrimse.bat IN YOUR ANIMATIONS FOLDER AND LET IT DO ITS THING. I HOPE THIS HELPS AND MAY TALOS GUIDE YOU For /R %%G in (*.HKX) do HavokBehaviorPostProcess.exe --platformamd64 "%%G" "%%G" @Silvain What version of CAO you are using? On Nexus, the "Stable version - main file" is 5.3.9, but the change log has 5.3.11. The 5.3.11 is in the old files section. I think somebody messed that up. I used beta 6 and is not there yet, be careful with that one half converting stuff or doing permanent deletes during BSA packaging. Also, thanks for donating your conversion work. ? Edited February 19, 2022 by safado
Silvain Posted February 20, 2022 Posted February 20, 2022 (edited) 1 hour ago, safado said: CAO do not do Behavior files. You need Creative Kit with the proper animation tool to convert that. @Silvain What version of CAO you are using? On Nexus, the "Stable version - main file" is 5.3.9, but the change log has 5.3.11. The 5.3.11 is in the old files section. I think somebody messed that up. I used beta 6 and is not there yet, be careful with that one half converting stuff or doing permanent deletes during BSA packaging. Also, thanks for donating your conversion work. ? Used the beta 6 for a while now and I switched because I didn't want to do manual behavior conversion anymore I think. Never encountered any real problems with it either besides with .bsa files. So dunno if FNIS does not complain and it works ingame (haven't had any crashes or missing anims or anything like that if I remember correctly) I ain't complaining. I also never heard any kind of bug report of animations not starting or crashing the game when using the conversion. Edited February 20, 2022 by Silvain 1
safado Posted February 20, 2022 Posted February 20, 2022 56 minutes ago, Silvain said: Used the beta 6 for a while now and I switched because I didn't want to do manual behavior conversion anymore I think. Never encountered any real problems with it either besides with .bsa files. So dunno if FNIS does not complain and it works ingame (haven't had any crashes or missing anims or anything like that if I remember correctly) I ain't complaining. I also never heard any kind of bug report of animations not starting or crashing the game when using the conversion. Actually did not know CAO6beta did animation behaviors too. It is mostly rework of mesh and texture conversion using GPU. I will try current beta for only animation. Thanks for the hints. 1
fred200 Posted February 20, 2022 Posted February 20, 2022 1 hour ago, Silvain said: Used the beta 6 for a while now and I switched because I didn't want to do manual behavior conversion anymore I think. Never encountered any real problems with it either besides with .bsa files. So dunno if FNIS does not complain and it works ingame (haven't had any crashes or missing anims or anything like that if I remember correctly) I ain't complaining. I also never heard any kind of bug report of animations not starting or crashing the game when using the conversion. The bad .hkx was terminal... All my NPCs were in T-pose. My own conversion of that one file worked fine. No T-Pose.
Silvain Posted February 20, 2022 Posted February 20, 2022 8 hours ago, fred200 said: The bad .hkx was terminal... All my NPCs were in T-pose. My own conversion of that one file worked fine. No T-Pose. Yeah because I used the new stable version of Cao. I switched back to the beta and that one does everything in one go. So yeah the new conversion I uploaded yesterday should be working just fine. 1
SomeName_ Posted February 20, 2022 Posted February 20, 2022 On 2/17/2022 at 7:21 PM, Monoman1 said: Working? Want me to post it with the rest of the files? Sorry was a bit busy, yes it works as far as I can tell. If you want to add it go right ahead
Iroha Posted February 22, 2022 Posted February 22, 2022 (edited) Voice pack for wartimes tweak 10.0. pchsWartime[LE].rar bsa should be repacked if SE, or unpacked to loose files. Edited February 22, 2022 by Iroha 6
angelhunter Posted February 23, 2022 Posted February 23, 2022 On 8/4/2021 at 11:33 AM, Silvain said: Wartimes 10: Wartimes Tweak v10.0 (18-Feb-2022) SE.7z SLS: Sexlab Survival 0.675 BETA (17-Feb-2022) SE fix.7z I finally got this to load without crashing but now when I try to use this origin it just loads the default "I want to escape from this cell" on. It fades to black for a minute and then I wake up in he default abandoned prison cell. Other origins work fine, it's just this one. Is there a newer version I should be using? Are there requirements other than SexLab and ZaZ I'm missing?
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