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Shortstack Uncensored - SE


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  • 1 month later...
Posted

Sorry for not checking in recently, between some life stuff and needing to rebuild my PC, I haven't had much time.

 

Hopefully I will get back to this in the next few weeks, I have a bunch of changes and tweaks that are going to happen with it, and also deal with some of this crashing.

  • 3 weeks later...
Posted (edited)

So i have installed everything but the problem i now face is that I can't seem to move the files around in the mod organizer instance

 

EDIT: If anyone else is having this issue i sorted it by cutting and pasting from character assets to shortstack and then copy and pasting it back, for some reason mod organizer has an issue with copying and pasting when the files already exist in a folder

Edited by AliRenegade
Posted (edited)

So 2 things, firstly Goblins should have Orc mouths and secondly even after refitting my armour it still has a negative armour rating of around -5000, after seeing the warning that said not to use refitting for now i reinstalled the mod but the issue still remains only now i can't refit armour and still have -5000 to armour rating on anything that isn't a shield, all weapons other than bows also have a negative damage rating.

Edited by AliRenegade
Posted
5 hours ago, AliRenegade said:

So 2 things, firstly Goblins should have Orc mouths and secondly even after refitting my armour it still has a negative armour rating of around -5000, after seeing the warning that said not to use refitting for now i reinstalled the mod but the issue still remains only now i can't refit armour and still have -5000 to armour rating on anything that isn't a shield, all weapons other than bows also have a negative damage rating.

 

I dont have skyrim booted up right now but if the negative armor rating is the result of a racial passive, you should be able to open up the esp with x edit and remove the effect.

Posted
On 9/4/2024 at 2:20 AM, venomr said:

 

I dont have skyrim booted up right now but if the negative armor rating is the result of a racial passive, you should be able to open up the esp with x edit and remove the effect.

 

I think it's a result of the armour refitting mechanic just being a copy and pasted version of the original armours but renamed, I had to start a new game from before i selected my alternate start with a fresh install of the mod with both of the armour options disabled. Honestly i wish the mechanic worked because I'd be using skimpy armour for the refitted version because let's be honest here Goblins aren't known for their armour making skills so the chances are their refitting would just be cutting it to pieces until it fits

  • 1 month later...
Posted

I just wanted to post to let anyone watching this know that I have restarted work on this mod, and there should be an update "soon".  This update will make the process for armor refit work easier and more seamless. 

With the new system, the negatives for ill fitting armor, etc will be sorted out, I did find that I completely misunderstood some of that, and the plugin was broken in such a way that it could keep stacking those penalties infinitely.

 

I'd also like to add other races, and also fix up some of the presets for the existing races (I am terrible at making good looking presets).

Posted

So I have just finished the rewrite that I started and lost track of many months ago.  This removes any need for a synthesis patch, and makes all of the armor penalties work correctly.  It doesn't seem to crash, but it definitely needs some testing.

 

Currently working on rewriting the ArmorReworker program, since it was kinda janky in the first place.  Once that is done, I'll have a new version up.

  • 2 weeks later...
Posted (edited)

Writing up a new set of instructions with screenshots.  After I get that to my liking I will put up the new version.

Some highlights:
- No more Synthesis patch (I hated that so much)
- Better armor reworker program (it is still a little rough, but better)
- Armor resizing and refitting works without crashes (fingers crossed)

 

Edited by TerribleUserName
Posted

ArmorReworker: Same armor, no changing of load orders, or additional patches.

 

What Dwarven Armor looks like in my game if a non-short race wears it:

NotShort.png.a2f4f10a3d97e3833e12a9ba6fe6148d.png

 

What the same armor looks like when worn by a short race:
IllFitting.png.d2f272d4598e48059094b611c143e951.png

 

Same armor, but this time I used the resize crafting in this mod:
ResizedToFit.png.44ad8e515c9a2a542794686d20f7b127.png

 


P.S. It seems like image uploads are being dumb in posts right now, so not sure if this is going to work.

Posted

Armor Reworker

This is a tool that rewrites and modifies existing BodySlide .osp files to change their output directory. There are other ways to accomplish this, but this is what I am using.

The ShortStack-NG mod uses prefixed paths to dynamically change armor appearances. For example, let’s assume you have a Robe in an ESP. It’s ARMA (armor appearance) record points to Clothes/Robes/my_robe.nif. When a character wears the Robe, we use that NIF.

What ShortStack-NG does is it configures one, and optionally two prefixes. We can call those “Standard” and “Resize” prefixes. When a short race wears that same Robe, the plugin automatically attempts to load the NIF at shortstack/Clothes/Robes/my_robe.nif. Optionally if Refitting is enabled in the mod, it will try to use the NIF at shortstack_resized/Clothes/Robes/my_robe.nif.

The plugin doesn’t care how those files get there, but just that they are.

How to meet the needs of the plugin?

The simplest and dirtiest way to do this would be to build BodySlide files, and then copy them into the right directory, ensuring that you have a prefix. This is manual, tedious and troublesome.

The second way would be to find all of the .osp BodySlide files you want to remake, then make copies and manually change the XML in the copy to output the file to the right place with a prefix.

Armor Reworker is the automation of this process.

Setup

First ensure that you are using some sort of Mod organizer. I only use MO2, so if you are using Vortex or something else, you will need to figure out how to translate the instructions yourself.

Add the ArmorWorker exe to your mod organizer as an executable. In MO2 when configuring the executable, you can optionally have it output to a specific mod, instead of the “overwrite” directory. I highly recommend using a newly created empty mod folder.

The Process

  1. Click the icon next to “Search Path” and choose the directory where your bodyslide files are located. This can be your top level “mods” directory in MO2, or an individual directory.

If you are using OBodyNG, I would stick to individual mods and overwrites as needed, ymmv.

  1. Next Click the icon next to “Output Path” and choose the directory where you want to write the output files.

I highly suggest that this is a newly created empty mod directory, or an empty directory somewhere else.

  1. Select your prefix and slider group name accordingly. The default prefix of “shortstack” is pre-configured.

The slider group is how BodySlide will show the group in its filters.

  1. Then click “Gather Files”. This can take a LONG time depending on how many mods and how deep the folder structure is, be patient.

  2. Once that is done click “Process Files”. This will populate the selection tabs below, be patient.

  3. You can now expand selections and enable the slider sets you want to make conversions of. The three buttons here are for “Selecting All”, “Selecting By Filter”, and “Reset All Selections”

  4. The first tab will show all possible NIFs that can be created from the found BodySlide files.

  5. The second tab will show only those NIFs that are referenced in multiple files, i.e. HighHeel boots versus normal

  6. The final tab is for reviewing before clicking “Write New Files”

  7. Move to the last tab and click the write files button, be patient.

  8. Open BodySlide and build the meshes!

Some Extra Notes

If you decide that you want the extra effort of having three different NIFs for a piece of clothing or armor, there is a little extra planning you need to do.

This plugin does not read any ESPs or take in overrides into account, this is merely model swapping. So when picking your armor replacements, ensure the ones you are using have no ESP dependencies, or if they do have an ESP, that ESP should never modify existing armor records.

My Current Personal 3+ Mod Setup

  • So I first run ArmorReworker on the whole Data/ directory when running through MO2. This gets everything, and then some. For this I use the ‘shortstack’ prefix. This is mostly to cover non-Vanilla armors and clothes I have installed.

  • Next, I activate The Interesting Bits mod (https://www.nexusmods.com/skyrimspecialedition/mods/80977), and have ArmorReworker run against that mod directory only, using the “shortstack” prefix. This is so when my character is not wearing a resized armor, its like they have nearly nothing on.

  • Then I activate whatever unique armor I want and run ArmorReworker on it. For example I am using (https://www.nexusmods.com/skyrimspecialedition/mods/98978). I make sure ArmorReworker is using the “shortstack_resized” prefix.

  • Repeat that last step with every cool custom mesh I want for resized armor.

Posted

I'm running skyrim 1.5.97, and I'm trying to use version 2.2 /2.3 of the mod.

 

 some reason the "Skse > Plugins > ShortStackNG.dll" file makes me crash at main menu. Is that dll important? The game seems to run fine so far when I remove that dll.

Posted

got a file path error and got 0 clue why this is happening, installed via Vortex
installed the 2.2 version and have the 2.3 patch overwriting the other.
on game startup before the main menu i get a error saying it cant load the .toml

idk why its trying to load from a path that does not exist. (double ".'' in the file path + "data\skse\plugins" twice.)

tried reinstalling it but no success, am i doing something wrong or is my vortex messed up?

qweqwe12.png

Posted (edited)
4 hours ago, venomr said:

I'm running skyrim 1.5.97, and I'm trying to use version 2.2 /2.3 of the mod.

 

 some reason the "Skse > Plugins > ShortStackNG.dll" file makes me crash at main menu. Is that dll important? The game seems to run fine so far when I remove that dll.

 

Without the DLL, pretty much all of the features of the mod are non-functioning.  The armor and race records for the short races are built dynamically by the DLL. If you don't want to use it, I would suggest not using this mod and using RaceMenu to just make your favorite nord/breton/imperial character green and lowering their bodyscale to get a "goblin".

 

Crashing at the menu typically means that you are missing a master, or one of the dependencies.

 

 

2 hours ago, Zeninka said:

got a file path error and got 0 clue why this is happening, installed via Vortex
installed the 2.2 version and have the 2.3 patch overwriting the other.
on game startup before the main menu i get a error saying it cant load the .toml

idk why its trying to load from a path that does not exist. (double ".'' in the file path + "data\skse\plugins" twice.)

tried reinstalling it but no success, am i doing something wrong or is my vortex messed up?

qweqwe12.png

 

 

I don't use Vortex, but that message is essentially telling you the mod is unable to read its own config file, and has somehow managed to produce the wrong path.  Why that would be?  It might be Vortex, it might be something wrong on your PC.  Also, at this point there should be no reason to Write, so that is probably a result of the file being unable to be found.  I can look a little more into this.

 

Patch in next post.

Edited by TerribleUserName
Posted (edited)
3 hours ago, Zeninka said:

got a file path error and got 0 clue why this is happening, installed via Vortex
installed the 2.2 version and have the 2.3 patch overwriting the other.
on game startup before the main menu i get a error saying it cant load the .toml

idk why its trying to load from a path that does not exist. (double ".'' in the file path + "data\skse\plugins" twice.)

tried reinstalling it but no success, am i doing something wrong or is my vortex messed up?

qweqwe12.png

 

Okay new patch is up, the path being wrong was definitely a bug that slipped through my own testing. It should be loading from the right location now.

Also, I uploaded the wrong file to start, so the latest patch as of this post is called `ShortStack-NG-Patch-20241115-2`

 

Edited by TerribleUserName
Posted
4 hours ago, oprimeolt said:

Hey there it seems I crash for not having the FM patch when its install is disabled crashing the game on launch, is there a fix?

 

I need a more clear description of what is going on.  The optional patches are optional. I am not sure what it telling you that not having the patch is causing a crash?  Without more clear information, I don't think I can help.  Specifically, the FM patch is kinda stand alone, and should only be used if you use FM+ with all of the latest patches for it. 

 

The only guess I can make is that you have a weird load order, or missing masters. Look there first I guess.

 

Posted
10 hours ago, TerribleUserName said:

 

I need a more clear description of what is going on.  The optional patches are optional. I am not sure what it telling you that not having the patch is causing a crash?  Without more clear information, I don't think I can help.  Specifically, the FM patch is kinda stand alone, and should only be used if you use FM+ with all of the latest patches for it. 

 

The only guess I can make is that you have a weird load order, or missing masters. Look there first I guess.

 

I did post here since I tried with a few load orders and reinstalls without this mod everything works fine but when I start it it loads til the title screen then without any crash logs crashes to desktop so I'm trying to figure out what may be causing the issue.

Posted

Are we supposed to have a path to this? It shows up in the crash log, but I dont see it in the mod files.

 

"D:\Personal-Projects\SKSEPlugins\Plugins\ShortStackNG\include\settings.h"

Posted
4 hours ago, venomr said:

Are we supposed to have a path to this? It shows up in the crash log, but I dont see it in the mod files.

 

"D:\Personal-Projects\SKSEPlugins\Plugins\ShortStackNG\include\settings.h"

No that is just showing where the source file was during compile of the DLL.  I would recommend having a closer look at the crash log, or even providing more information that could maybe help debug the issue.

 

 

Posted
5 hours ago, AliRenegade said:

I'm gonna have to redo the mesh and textures again aren't I so they work with 3BA?

Part of my current work is to finish cleaning up the cruft leftover from the previous LE inspiration for this mod.  The way things were done years ago doesn't need to be done like that today.

 

This means foregoing separate textures for shortstacks in favor of ease of making sure you don't have seams and the skin textures just work. Also as part of this some slightly broken references in the ESP will be fixed.  Lastly, I am adding another race to play around with.

Posted

Will you consider releasing a "lite" version with just the races, without the equipment swapping features? I believe races alone would be enough for most people.

Posted
5 hours ago, Sicumbaka said:

Will you consider releasing a "lite" version with just the races, without the equipment swapping features? I believe races alone would be enough for most people.

I could, but the races aren't really anything special, aside from slightly recolored basic races. Without the other features of the mod, it would just be a collection of presets, which I don't really have any interest in doing.

 

For example, this preset here isn't my mod and is a decent place to start. The author uses the basic races along with RaceMenu work:

 

  • 2 weeks later...

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