rubber_duck Posted April 17, 2024 Author Posted April 17, 2024 1 hour ago, xtremeGoose said: Bug: The "To write:" pane's scroll bar is nonfunctional. EDIT: Sometimes, haven't tracked down when it works and when it doesn't. It's a basic scroll bar, don't know what's happening on your end that's breaking it. Also, and while I appreciate the feedbacks and reports, I need more details - what exactly are you doing? How are you doing it? What system are you running the application on? Etc., etc...
Beta The Slave Posted May 12, 2024 Posted May 12, 2024 (edited) I am feeling really stupid rn. I am trying to get this to work on the BOS Armor REDUX armor. I checked the fo4edit ID and it was correct for the pieces I was wearing. I load into my save, check my SAKR rating and... nude. I noticed that the items unique to the redux have the wrong number in the ini. I added the 1 that got left out. (I am not even wearing those pieces rn) check again and... nude. I honestly have no clue what I am doing wrong. I used the exact same guide to get a few other mods to work. Is it because the redux here requires the original and has overlap? Also the number shown in the editor and in game with help are different. not the last 3 but every other one. I gathered that those are determined elsewhere but the issue is that some of the pieces have a 1 as the thousandth place digit in xedit but not in help. Edit: So I tried putting on a redux original piece. And it worked... It is just the main suit that exists in both mods that seemingly fails. Which is kinda annoying because I do not know why. Edited May 12, 2024 by Beta The Slave
rubber_duck Posted May 12, 2024 Author Posted May 12, 2024 3 hours ago, Beta The Slave said: I am feeling really stupid rn. I am trying to get this to work on the BOS Armor REDUX armor. I checked the fo4edit ID and it was correct for the pieces I was wearing. I load into my save, check my SAKR rating and... nude. I noticed that the items unique to the redux have the wrong number in the ini. I added the 1 that got left out. (I am not even wearing those pieces rn) check again and... nude. I honestly have no clue what I am doing wrong. I used the exact same guide to get a few other mods to work. Is it because the redux here requires the original and has overlap? Also the number shown in the editor and in game with help are different. not the last 3 but every other one. I gathered that those are determined elsewhere but the issue is that some of the pieces have a 1 as the thousandth place digit in xedit but not in help. Edit: So I tried putting on a redux original piece. And it worked... It is just the main suit that exists in both mods that seemingly fails. Which is kinda annoying because I do not know why. Give me the link to the suit. I know that VTAC recently got a massive update so it could be that you're running the latest version of that mod and this patch is for older version. The best course of action would be to create your own patch, but I understand if you don't want to deal with it.
Beta The Slave Posted May 13, 2024 Posted May 13, 2024 (edited) 18 hours ago, rubber_duck said: Give me the link to the suit. https://www.nexusmods.com/fallout4/mods/75139 This is the suit. It has a requirement https://www.nexusmods.com/fallout4/mods/75039 And the suit/pieces that overlap are the ones that are giving me issues. They are old and all* of my mods are from before the April update. As I haven't updated my game. Edited May 13, 2024 by Beta The Slave
rubber_duck Posted May 13, 2024 Author Posted May 13, 2024 10 hours ago, Beta The Slave said: https://www.nexusmods.com/fallout4/mods/75139 This is the suit. It has a requirement https://www.nexusmods.com/fallout4/mods/75039 And the suit/pieces that overlap are the ones that are giving me issues. They are old and all* of my mods are from before the April update. As I haven't updated my game. Hmm... Okay, try exporting only the FormIDs of the REDUX suit, not both. I misunderstood you at first, thought you were asking about Vault-Tec Suit, not the BOS one. Anyways, give it a shot and report back. Also, don't modify FormIDs! If you're exporting stuff properly (you export Armor FormIDs rather than Armor Addon, which is correct), the script won't fail you. Just load the REDUX in xEdit (beware, the original mod will be loaded as well because it's a requirement; just ignore it), expand Armor section and export all or only certain items. Then patch it as you see fit using the tool I provided and give it a shot. Oh, and make sure to delete old patches you've made for this mod, you want to keep it tidy. Good luck!
Beta The Slave Posted May 14, 2024 Posted May 14, 2024 (edited) 10 hours ago, rubber_duck said: Hmm... Okay, try exporting only the FormIDs of the REDUX suit, not both. I misunderstood you at first, thought you were asking about Vault-Tec Suit, not the BOS one. Anyways, give it a shot and report back. Also, don't modify FormIDs! If you're exporting stuff properly (you export Armor FormIDs rather than Armor Addon, which is correct), the script won't fail you. Just load the REDUX in xEdit (beware, the original mod will be loaded as well because it's a requirement; just ignore it), expand Armor section and export all or only certain items. Then patch it as you see fit using the tool I provided and give it a shot. Oh, and make sure to delete old patches you've made for this mod, you want to keep it tidy. Good luck! In xEdit they have the same IDs 000808. Or I do not see another one I should say. All the unique armor from the redux have a 1 before the last 3 digits. But I have tried adding the 1 to the overlapping armor before to no effect. The other bodysuits work. So for now I am just using the high heels. Edited May 14, 2024 by Beta The Slave
rubber_duck Posted May 14, 2024 Author Posted May 14, 2024 13 hours ago, Beta The Slave said: In xEdit they have the same IDs 000808. Or I do not see another one I should say. Okay, I'll try to explain. So after you loaded the plugin you want to edit - REDUX one, the other plugin gets loaded as well (because the REDUX requires original mod). The items that are highlighted green in the screenshot you provided - those under Armor are the items that exist in original plugin, but are being overwritten by the REDUX plugin. That's easily visible on the right panel where you see all the properties/contents. For example, see how BoS Suit.esp has a bunch of biped slots (BOD2) whereas the BOS Armor REDUX.esp has only 33, 34 and 35. This means that REDUX plugin is overwriting the original one, which is correct. The FormIDs are correct - they need to be the same for both plugins because one plugin (REDUX) contains the same items as original plugin, it only edits them (biped slots example). 13 hours ago, Beta The Slave said: All the unique armor from the redux have a 1 before the last 3 digits. But I have tried adding the 1 to the overlapping armor before to no effect. The other bodysuits work. So for now I am just using the high heels. Unique Armors in this case should have '1' before last 3 digits. That's because the REDUX version contains more items than original one. A new item that doesn't exist (in original plugin), will get its new FormID. That's expected and makes sense, no need to worry about it. You mentioned earlier that your newly generated INI doesn't work for all BOS Armor REDUX items, correct? By looking at the 2nd screenshot you've posted (the INI itself), I see that a lot of stuff is missing. I don't know if you purposely didn't patch other items due to time constraints or you didn't even export all the items to CSV. If the latter is the case, select every single item in Armor section of BOS Armor REDUX.esp and run my xEdit script again. I hope this helps. Take care!
Beta The Slave Posted May 16, 2024 Posted May 16, 2024 (edited) On 5/14/2024 at 1:02 PM, rubber_duck said: You mentioned earlier that your newly generated INI doesn't work for all BOS Armor REDUX items, correct? By looking at the 2nd screenshot you've posted (the INI itself), I see that a lot of stuff is missing. I don't know if you purposely didn't patch other items due to time constraints or you didn't even export all the items to CSV. There was no need to do any other items than the 6 in the INI. All other armor is arm/leg/waist armor. So it doesn't have a SAKR tag requirement. or rather I don't care to add ones as they don't really fit. On 5/14/2024 at 1:02 PM, rubber_duck said: You mentioned earlier that your newly generated INI doesn't work for all BOS Armor REDUX items, correct? It is only the overlapping armor that fails to work. So the Chest and High Boots suit. Put plainly, it is the item with the ID 000808 - The B.O.S. Bodysuit - High Boots - that is failing to be recognized by SAKR. Looking at what you said, the ID is correct. It is 000808. However it is not being recognized by SAKR in game. Am I supposed to create another ini for the original plugin rather than the redux for those specific items? Edited May 16, 2024 by Beta The Slave
nicksels Posted May 26, 2024 Posted May 26, 2024 (edited) I'll just go ahead and ask here aswell, since this forum seems more active than that of SAKR itself. Yesterday I posted a question there, regarding an issue I'm having with skimpiness calculations (original post). TL;DR: whenever Nora's completely naked in the upper bodyarmor slot, SAKR thinks the upper body is [not exposed], and gives a skimpiness rating of 5. I don't know where to begin fixing this issue... Anyone got any pointers? Edited May 26, 2024 by nicksels corrected for type of nudity
sinph Posted August 26, 2024 Posted August 26, 2024 Just thinking out loud but outside the model generation, surely you can ML this whole process these days. Feed in the snap of the model preview and it'll mostly be able to apply the right classifiers to it, and automatic output.
vaultbait Posted August 26, 2024 Posted August 26, 2024 27 minutes ago, sinph said: Just thinking out loud but outside the model generation, surely you can ML this whole process these days. Feed in the snap of the model preview and it'll mostly be able to apply the right classifiers to it, and automatic output. That's a compelling idea. I'm curious to see the results when you find time to try it.
sinph Posted August 26, 2024 Posted August 26, 2024 Off the shelf solutions was a bit dead ended, though my knowledge in that isn't great. Which then lead to parsing in pytorch yourself, which dead ended with a GPU unccorrectable ECC error so more or less ending my run into that for now unless I get bored enough. Biggest issue is probably still just the modeling, not entirely sure if there's any prebuilt packages for nif files. Rest is just image categorizers which already exist and a pretty sizable collection of per-trained models, wouldn't doubt there'd already be one with acceptable accuracy. Remap some of the output tags to the correct tags for SKAR, and parsing through your mod list, grabbing out the esp from the mod folder, parse through the clothing meshes, and mapping the item with the converted tags. Definitely plausible provided you can still get some way to automatically generate images of each of the meshes. Otherwise it's you manually screenshotting which is probably marginally different from manually filling out the forms yourself.
vaultbait Posted August 26, 2024 Posted August 26, 2024 (edited) 1 hour ago, sinph said: Biggest issue is probably still just the modeling, not entirely sure if there's any prebuilt packages for nif files. PyNifly might get you at least partway there? It's got a Python wrapper/bindings for BodySlide/Outfit Studio's NIF handler, so maybe you just need glue between that and PyTorch? Edited August 26, 2024 by vaultbait
N.Gamma Posted October 4, 2024 Posted October 4, 2024 Stupid question, does anyone know if there is a tool like this for Skyrim SE to add keywords to the armor Sexlab Aroused Redux that uses SkyPatcher? So far I've always added it to an esp via XEdit.
MysticDaedra Posted December 16, 2024 Posted December 16, 2024 On 10/4/2024 at 2:04 AM, N.Gamma said: Stupid question, does anyone know if there is a tool like this for Skyrim SE to add keywords to the armor Sexlab Aroused Redux that uses SkyPatcher? So far I've always added it to an esp via XEdit. I've always used Min's Synthesis patcher for that. Never really felt that it mis-labeled anything, the keywords are usually pretty spot-on. But that relies heavily on proper naming of outfit components. A Skypatcher or SPID solution would probably be better, but neither of those were in heavy use back when the Baka keywords became a thing.
MysticDaedra Posted December 16, 2024 Posted December 16, 2024 Is there a way to load in just an ini file so I can make edits, rather than having to load the CSV and edit the whole thing? I guess I could select choices only for the outfit I want to change and copy over.
rubber_duck Posted December 16, 2024 Author Posted December 16, 2024 3 hours ago, MysticDaedra said: Is there a way to load in just an ini file so I can make edits, rather than having to load the CSV and edit the whole thing? I guess I could select choices only for the outfit I want to change and copy over. Not at the moment, sorry. I actually started implementing that, but got too busy with work and other project I'm working on right now, so kinda forgot about it. I might update it sometime in the near future. 1
adadbanana Posted May 15, 2025 Posted May 15, 2025 (edited) Should at least one keyword without <*> be selected? When I only select <*tanktop> and <*tight>, it will be indicated as not wearing clothes in the game. There are also keywords related to armor, which seem to have a very high reduction in exposure value. I'm not quite sure how to make better use of it. For example, a set including a tight-fitting garment and a <full> bulletproof vest can easily reduce the exposure value to 0. Currently, I use <breast> at most. It would be great if there were a save function for editing. Once you start, it's very difficult to stop, and subsequent modifications will also be troublesome Edited May 15, 2025 by adadbanana
GwynWyn Posted August 5, 2025 Posted August 5, 2025 So do i absolutely have to have the .ini be named after the plugin its patching? One im patching already has a pluginname.ini and i dont wanna have to overwrite that
Welzone Posted August 8, 2025 Posted August 8, 2025 On 8/6/2025 at 1:06 AM, GwynWyn said: So do i absolutely have to have the .ini be named after the plugin its patching? One im patching already has a pluginname.ini and i dont wanna have to overwrite that cmiiw but if i remember correctly, you can just copy-paste the content from newer ini into the older ini.
Tervho Posted August 23, 2025 Posted August 23, 2025 Hey folks, I cannot for the life of me understand why, no matter what my skimpy rating is set to 100. I've read every post in this forum and I've tried everything. Apart from downgrading from NG. I want to avoid that if at all possible.
rubber_duck Posted August 23, 2025 Author Posted August 23, 2025 2 hours ago, Tervho said: Hey folks, I cannot for the life of me understand why, no matter what my skimpy rating is set to 100. I've read every post in this forum and I've tried everything. Apart from downgrading from NG. I want to avoid that if at all possible. What's your outfit combination? Did you properly generate/install the patches?
Tervho Posted August 24, 2025 Posted August 24, 2025 I'm not entirely sure if I installed correctly as there are no plugins for the patches. However, when I check the armor directory for Robco, the .ini files are there.
rubber_duck Posted August 25, 2025 Author Posted August 25, 2025 14 hours ago, Tervho said: I'm not entirely sure if I installed correctly as there are no plugins for the patches. However, when I check the armor directory for Robco, the .ini files are there. RobCo patches don't feature plugins. Instead, they use the .ini files and get loaded into the game. You mentioned that you have armor directory - this means that you've installed the files. But, you didn't mention the most crucial part - the actual clothes your character is wearing. What is it? If your character's current outfit is not patched - SAKR will report skimpiness value 100. It's the same story if you're running a patch that's been created with compacted master plugin, as FormIDs are different.
Dweny Posted November 23, 2025 Posted November 23, 2025 Just to double-check, because I was reading something in earlier comments that seems to be the same issue I’m having, but since the explanation got really long, I didn’t fully understand it. If a clothing mod adds variations, but I can only see them in the “Armor Addons” section, should I also add the keywords for those variations to the pieces listed in the “Armor” section? I understand that it’s not ideal because if I use a variation that isn’t very “revealing,” NPCs might comment as if I were wearing a revealing outfit even though it’s not. I’m not sure if I’m explaining myself clearly. I’m saying this because there are mods where you can see all their variations in “Armor,” so I assume those are modular-piece mods, while the ones that don’t show variations are probably just reskins of the same item By the way, great mod. Do you think you’ll release this tool for Skyrim in the future? I know how to add keywords through SSEEdit, but it’s very time-consuming, and this program saves a lot of time
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