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SkyHunks


Guest ffabris

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Posted
3 hours ago, infiniteone said:

Well it seemed to work alright, though I do have a bunch of black faces lol damn...

I had the same problem when I tried to convert the mod to SSE some time ago. Did you find the reason for the black faces?

 

Posted
On 4/3/2018 at 5:06 AM, prinyo said:

I had the same problem when I tried to convert the mod to SSE some time ago. Did you find the reason for the black faces?

 

Generally you need to use CK to regenerate facegen for conversion, im not sure if there's a faster way to do it though.  I might just make a list of which ones have the dark heads, and do them one at a time lol.

Posted
On 4/6/2018 at 6:27 AM, infiniteone said:

Generally you need to use CK to regenerate facegen for conversion, im not sure if there's a faster way to do it though.  I might just make a list of which ones have the dark heads, and do them one at a time lol.

I can't seem to open this in the SSE CK. It spends several minutes at "Loading files" and crashes. (Yes, I did remove the unnoficial patch as a master). 

Can you send me or upload the converted mod? I can redo the facegen - assuming Ctr+F4 is enough to fix an actor.

Posted
19 hours ago, prinyo said:

I can't seem to open this in the SSE CK. It spends several minutes at "Loading files" and crashes. (Yes, I did remove the unnoficial patch as a master). 

Can you send me or upload the converted mod? I can redo the facegen - assuming Ctr+F4 is enough to fix an actor.

Yeah I tested it, the ctrl+f4 must be done for each one as far as I can tell, I only tested with one NPC i found that had the issue.  So I guess we'll have to do it for each one, im making a list of which ones have the problem when I play so I can go back in and generate from CK.    I updated the master to use the SSE version of Unofficial Skyrim Special Edition Patch.  Im not sure if we're allowed to upload files here but Ill add the esp here, if someone wants it removed just let me know.   There's almost a gig of textures and mesh after saving in CK lol, not sure if thats proper or not.

SkyHunks.esp

Guest ffabris
Posted

Might want to release that as a stand-alone mod; it will get lost in here. :-)

Posted
15 hours ago, ffabris said:

Might want to release that as a stand-alone mod; it will get lost in here. :-)

 

Done

 

And once again - thanks for all the beauty and fun you add to Skyrim! :-)

 

 

Now I'm going to look at some of the other mods. Going to check if the currently published Arousal SSE works with them and if not how to remove the requirement for now.  

Guest ffabris
Posted

Most welcome! :-) 

  • 4 weeks later...
  • 7 months later...
Posted

I love this a lot my only complain is your excessive love for tanned skins lol Hod and Alvor looks like they have a life supply of tan sprays being Nords, but out of that all of them look super handsome.

Guest ffabris
Posted
Just now, Ryocchi said:

I love this a lot my only complain is your excessive love for tanned skins lol Hod and Alvor looks like they have a life supply of tan sprays being Nords, but out of that all of them look super handsome.

?  Well hey, I made this for myself originally then decided to share. Feel free to change at will. ? 

Guest ffabris
Posted
1 hour ago, cybersex2016 said:

This mod is glitched, Lukas (the replacement for Lydia) has a pale head, but then a tan body.

Seems to be fine for most people. I suspect a conflict in your install.

  • 2 months later...
  • 2 months later...
Posted

I've been using this for some time and love it. I was considering using Masculinized Leveled Lists, when I read somewhere that this mod has the same function. The description also says it does: "This mod also includes the functionality of Masculinized Level Lists. This means that generic NPCs such as guards, soldiers, bandits, etc, will now all be male, and you don't need that mod if you use this."

 

But in my game, ONLY Whiterun Guards are affected. I still have female guards from every other hold wearing slutty Book of UUNP Armor (VERY unhappy about that). I still have bandit encounters that are at least half women. I use no mods that add NPCs, and I wouldn't think a mod adding clothing to leveled list would be the cause, as this is also happens with ONLY vanilla replacement armor/clothes installed. Could it be PCEAr maybe?? For the last 2 years (and through multiple mod combinations), I didn't even KNOW this mod was supposed to reduce female NPCs. :(

 

I'll attempt to test this in a fresh, mostly unmodded game, and see if I can isolate the issue, but if anyone has experienced this and solved it, and they could save me some time, I'd be very appreciative!

 

Edit: Worth noting, I'm not using the most recent version. I'm using a version I edited to exclude a few NPCs, such as ones that replace female housecarls, but the one I edited is 2.1. According to the changelog, 2.0 is where Masculinized Leveled List got incorporated, so I would think it should still work. I only realized this was supposed to have that functionality when I went looking for a way to replace all those female bandits I've always had even with this mod installed. I'll try 2.3 (I hope I can remember who all I removed if it works better ;P), but could removing the gender switched housecarls have been the problem all along??

Guest ffabris
Posted

My first guess would be a conflict, some mod that directly references the original NPCs, thus restoring them. UUNP stuff doesn't come from anything I made since I never had that installed, nor even downloaded. So, what do you have installed that is adding that armor?

 

Removing the customized housecarls won't affect the levelled lists, no, since housecarls are unique NPCs, not generic.

Posted
On 4/29/2019 at 10:49 PM, ffabris said:

My first guess would be a conflict, some mod that directly references the original NPCs, thus restoring them. UUNP stuff doesn't come from anything I made since I never had that installed, nor even downloaded. So, what do you have installed that is adding that armor?

 

Removing the customized housecarls won't affect the levelled lists, no, since housecarls are unique NPCs, not generic.

Oh, it's a mod called Book of UUNP that adds hundreds of vanilla-style mashups to the game. Incidentally, despite the name, a lot of the armor in that mod has male versions. It adds those armors to NPCs, but in some way other than some leveled lists. I tried removing the leveled lists in TES5edit (I only wanted my PC wearing the items, plus I can't use revealing male armor replacers with it), but all I got was naked NPCs even in a brand new game.

 

I was thinking about making a new esp for the UUNP items so NPCs won't wear them, though that's a BIG undertaking, lol. However, I've been having this issue even without Book of UUNP installed, so I'm not sure it's what's conflicting.

 

There's also PCEAr, which forces NPCs to use a different armor path than the PC does. That mod's description says it edits armor and items leveled lists, so I'm not sure it could be the cause either. I'm still in the process of testing another mod, so troubleshooting this one hasn't started yet. ;)

 

BTW, are these edits made in the Creation Kit, or in game via RaceMenu/ECE? I wanted to edit a few colors to be closer to their originals (for lore's sake ;)), but if their faces were created outside the Creation Kit, exporting new FaceGen files in the CK will ruin all your hard work. >.<

Guest ffabris
Posted

I did the mod in CK, yes. It doesn't use ECE or RaceMenu. The faces are created within CK by rebaking the facegen data (Ctrl-F4, I think, not sure now). If you change the skin tones, then yes, your facegen data will replace mine, for any you changed. But that's what you want, no?

 

Back to the original issue, I can't think why only Whiterun guards are made male, unless ....

  • you edited the mod in some way and removed the other levelled lists (unlikely, but technically possible);
  • some mod loaded later overwrites the lists, reverting them.

 

I can't think of anything else. And I've been out of the loop too long so can't offer guesses on what might be interfering, sorry. I suggest you try starting fresh, using only Skyhunk to confirm that it does what it is meant to do, then start adding your other mods back in, one by one, till the problem presents itself again. Process of elimination basically, in reverse. Long, tedious, but that should nail it for you.

 

Posted
8 hours ago, ffabris said:

I did the mod in CK, yes. It doesn't use ECE or RaceMenu. The faces are created within CK by rebaking the facegen data (Ctrl-F4, I think, not sure now). If you change the skin tones, then yes, your facegen data will replace mine, for any you changed. But that's what you want, no?

 

Back to the original issue, I can't think why only Whiterun guards are made male, unless ....

  • you edited the mod in some way and removed the other levelled lists (unlikely, but technically possible);
  • some mod loaded later overwrites the lists, reverting them.

 

I can't think of anything else. And I've been out of the loop too long so can't offer guesses on what might be interfering, sorry. I suggest you try starting fresh, using only Skyhunk to confirm that it does what it is meant to do, then start adding your other mods back in, one by one, till the problem presents itself again. Process of elimination basically, in reverse. Long, tedious, but that should nail it for you.

 

Yes, that's what I want, I was just worried it would ruin the shapes of their faces. ;) I'm glad its all in CK. I love the edits you made, I just want to be able to make a few lore friendly edits, for example, if Nords are typically fair skinned, or Imperials typically have dark hair. :)

 

Unfortunately, after removing a few NPCs and their nif/dds files to compensate for a couple other replacements I have, a frakton of NPCs I DIDN'T edit have had their edits reset to vanilla somehow. Odd, since I only removed a few in TES5edit, I haven't touched them in CK, and they even still have their '*' marking them as modded.

 

I did get as far as running only SkyHunks, and a couple bandit camps in, it proved promising. But I didn't get to the point of slowly adding mods back in yet, especially with this other weird issue I'm having. So now I gotta redo the mod before I can troubleshoot it, lol.

 

I gotta say I really appreciate the mod though. Males get FAR too little attention, and being a female, it can get awkward (and annoying), the amount of breasts and vaginas I have to sift through to find a single good male mod...

Guest ffabris
Posted

I made them darker due in part to personal preference, plus they seem to be so often outdoors in the sun. Besides, Skyrim isn't planet Earth, so, anything is valid. ?

 

Sorry I can give more specific help, it has just been much too long since I did this, or even played the game. But I am glad you're enjoying it!

 

 

Posted
14 hours ago, ffabris said:

I made them darker due in part to personal preference, plus they seem to be so often outdoors in the sun. Besides, Skyrim isn't planet Earth, so, anything is valid. ?

 

Sorry I can give more specific help, it has just been much too long since I did this, or even played the game. But I am glad you're enjoying it!

 

 

I can understand that. I'm mostly going off what I've read about how Bethesda envisions the races. :) Plus I lament the loss of our redheads. ;) Like Brynjolf. *Drools*

 

Yeah, I'm not sure what happened. I even had the same issue with the old 2.1 version that I hadn't edited in 2 years; NPCs who always looked fine had suddenly reverted to vanilla faces and tan bodies, lol. So I'm starting over. :)

 

Edit: Well I SEEM to have figured out what's happening, though I can't really understand how or WHY it's happening. If I make ANY change in the CK (height, skin color, anything, even if its only to a single NPC), multiple NPCs break. I don't remember making any changes in the CK before, but I guess I must have.

 

In redoing the mod, I removed some NPCs via TES5edit, checked Gloth (one known to break) in game, he looked fine. Went into the CK, changed Arnbjorn to have white hair like he does in vanilla, exported his FaceGen files and saved. Went into the game to look at him, vanilla hair, pasty face and tan body, and his Shrouded Armor was a mess of triangles and skin stretched into the floor.

 

So I then spawned Gloth, and even though I made no changes to him, he too had vanilla hair, a pasty grey face and tan body. I closed the game and looked in the CK and lo and behold, tons of NPCs had suddenly reverted to vanilla, at least hair-wise (and it seems to be always the same hairstyle they use).

 

I THINK what's happening is, because KS Hairdos is an esp instead of an esm, when I change even one NPC in the CK, every NPC that uses KS Hairdos loses their hair and reverts to vanilla hair (for example, Severio Palagia, who uses Apachii hair, still looks hot af). As a result of THAT, because their FaceGen files are now different from their vanilla haired CK versions, even if their faces are the same, they suffer the pasty grey face bug with withered vanilla looking complexions... Though I can't imagine what happened to Arnbjorn's armor, the only mods I have installed are this, hair, skin, and USLEEP.

 

This is especially strange, since I've double checked, and the CK definitely loads KS Hairdos as a master when I open this plugin. I even see the hairs listed for use, and when I saved Arnbjorn, the CK still listed him as using 0Macho from KS Hairdos. But after saving, closing, and reopening, he, alongside dozens of others, is listed as using "HairMaleNord10". Lol eww.

 

Anyway, I'm going to try copying KS Hairdos to an esm and see if I can convince this mod to use that instead. Its just a theory, but maybe it'll fix my problem... Lucky for me, I backed up the esp and FaceGen files before I touched it in the CK.

 

Edit: Blaaah, dunno what's going on. Disable this mod, his armor is fine. Enable it (even the version I didn't edit at all) and his forearms explode. Lol, wtf? Eh well, I'll hopefully get it worked out, lol. Sorry I keep pestering you! ;)

Posted

TL;DR: Changing KS Hairdos from esp to esm and telling Skyhunks to look for the esm instead of the esp seems to have fixed the problem of editing via CK deleting all their new hairs. :) I MIGHT even be able to, after I'm done editing, change the dependency BACK to an esp and delete the esm to free up a plugin slot. Time will tell.

 

Of course Arnbjorn's forearms still explode lol. Very strange, since I see no replacement meshes for the short sleeved armor, nor any changes made to it in your esp. But progress!! ;D

 

Edit: Fixed Arnbjorn's armor by taking screenshots of his changes in the CK, deleting his edit with TES5edit, then redoing it from scratch.

Guest ffabris
Posted
23 hours ago, ShenGo said:

I THINK what's happening is, because KS Hairdos is an esp instead of an esm, when I change even one NPC in the CK, every NPC that uses KS Hairdos loses their hair and reverts to vanilla hair (for example,

Bingo!!

 

Yes it is an ESP, so, when modding, open it in tesvedit, and flag it as master, then save it. That should fix your problems. Remember to unset that before playing, however. I got bitten by that many times. LOL Naturally, do the same with any other ESP which you may need to load into CK (or which are loaded automagically when editing Skyhunks).

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