Durante Posted January 2, 2020 Posted January 2, 2020 On 12/29/2019 at 1:18 AM, Balgin said: Check in the MCM. Do you have hair dye set to grow out? If so then cut the hair shorter and it should begin to fade. You can then use the hair growth potion to grow it back again. In an extreme case, shave the character's head, then drink the hair growth potion, then cut to the desired length. A simpler solution would be to take the hair colour change potion or simply disable hair colour control in the MCM and see if that makes any difference? In fact I'd toggle hair colour control off first as that should definitely get you back to your natural colour. Then try cutting and magically growing. Then the hair colour change potion. Essentially you want to check if it's a problem with the current hair colour or if something's gone wrong with your natural colour (highly unlikely). From the sound of it I'd say you've got hair dye set to grow out (bleach) rather than fade (temporary dye). For hair dye to grow out it needs the un-dyed hair to grow to roughly the same length as it was before it was dyed. Then it will begin to fade very slowly as the hair continues to grow. Cutting it back to the point where it's completely dye free should reset the colour back to natural again. Changing the MCM menu option from grow out to fading won't help as the hair's state will be based on what that option was set to when the dye was applied. I believe the same applies to fade times. If you shorten fade times after the fact it should fade but, if you then change it back to your previous value again, the game will reapply it as if nothing ever changed. So it's the time that's being measured since the original application of the dye, not the speed of fade (which is essentially truncating the fade period rather than causing it to go any faster). The hair growth potion and colour change potion are debug items that you'd need to spawn with something like AddItemMenu. Thank you for the in-depth advice! I did disable hair-color control, but I fear it just duct tapes the problem. If I turn it on again the hair turns black again so in essence I cannot dye hair any longer. And I haven't turned on the option for it to grow out, it's supposed to fade out. Perhaps Hormones mod is the problem? But then again all the hair options on it are disabled I also had it recently disabled on one save, and the issue would still persist. Also, perhaps you know why I can't move my character if nail polish is used?
Fuzzy_Fox Posted January 2, 2020 Posted January 2, 2020 On 12/28/2019 at 11:37 PM, Balgin said: Actually the Hormones Black Hair Bug is a known feature at this point. Hopefully it will be fixed soon. I think I found the problem with this. Ran a test on two new games. The first one I kept the hair dye control switched on in the yps menu and the hormone mcm. The hair turned jet black at the start of the game and stayed that way. The second game I switched off the hair dye control and increased the days it took to grow out. The black hair bug never surfaced, even when my hair changed colour via hormones. So it seems like the two mods are fighting each other over the overlays to use. 2
SmolTent Posted January 3, 2020 Posted January 3, 2020 On 1/1/2020 at 9:54 PM, Spitfire102 said: So I believe my body Hair Growing/Shaving is glitched or Broken. The body Hair itself doesn't Show up on my character even when the body Hair menu says that's at stage 4. At first I had believed it to be a model issue, I had tried many "CBBE" body re-placers, When I believed the model to not be the issue I had decided to use the "Caliente's Beautiful Bodies Edition -CBBE-". When looking again at the original file site it told me to change to values in the NIoverride.ini which I believed I did but I may have done it wrong. The NIoveride.ini that I changed was at the location Mods/NetImmersive Override v/SKSE/Plugins so I don't know if its the wrong file or changing the notepad file did anything. While looking for answers on this forum I saw that few people where having the same issues as me and they talked about the Slavetats slots in which I have installed and working although I have no idea if any slots are being used or how to check it. At this point I'm at a lost and from what parts of the mod that are working I am enjoying the mod Immensely and I want to make sure that the mod in its entirety is working properly so any help would be beneficial on this issue I am having. Currently I am Using Skyrim Mod Manager v2.2.0 and I'm not using the special edition. Check our NIOverride again, since it could be overridden. Many other mods included NIO, like Racemenu
Spitfire102 Posted January 4, 2020 Posted January 4, 2020 20 hours ago, master151194 said: Check our NIOverride again, since it could be overridden. Many other mods included NIO, like Racemenu When I checked the mod files in the MO I only had two files labeled NIoverride.ini (Race menu and netimmerse Override V) which I assume is the file I change. There must be more NIO files for the different mods this mod needs. Also I'm using Notepad to change the files is that the right way to do it (I'm not very proficient in coding)? Also I have multiply files overwriting each other I'm probably not dealing with them probably,but every time I try and hide the overwrite files it messes up the game even more.
SmolTent Posted January 4, 2020 Posted January 4, 2020 2 hours ago, Spitfire102 said: When I checked the mod files in the MO I only had two files labeled NIoverride.ini (Race menu and netimmerse Override V) which I assume is the file I change. There must be more NIO files for the different mods this mod needs. Also I'm using Notepad to change the files is that the right way to do it (I'm not very proficient in coding)? Also I have multiply files overwriting each other I'm probably not dealing with them probably,but every time I try and hide the overwrite files it messes up the game even more. You can use Notepad, but you should download Notepad++, it is alot better to edit these. Just make sure the NIoverride.ini is from the lowest mod in your mod order. You can check by looking at the conflict tabs (like in the picture). I suggest downloading Notepad++, and open up a fresh nioverride.ini to edit, in case you make some mistakes earlier.
Spitfire102 Posted January 5, 2020 Posted January 5, 2020 21 hours ago, master151194 said: You can use Notepad, but you should download Notepad++, it is alot better to edit these. Just make sure the NIoverride.ini is from the lowest mod in your mod order. You can check by looking at the conflict tabs (like in the picture). I suggest downloading Notepad++, and open up a fresh nioverride.ini to edit, in case you make some mistakes earlier. So I downloaded Notepad ++ and I Rechecked the 2 NIOverride.ini in the mod folder (Going to Data\SKSE\Plugins doesn't give me and NIO files) to make sure that all the values were correct and the Pubic Hair growing system is still not working for me. (This is the NIoverride.ini file for Netimmerse) (After checking back with the original NIOverride it said that my Computer might slow down due to higher face layers so I lowered it) So with more checking when I start a new char the armpit and pubic hair starts off on level 4 but nothings there for both. The shaving still works but once I shave the levels don't increase even though I set the MCM growing level to 20 and wait a couple of days. So I'm wondering if the starting level Pubic hair texture are either not installed or I installed them wrong. I tested the Slavetats and Nordic slavetats and they work if I use the MCM menu to place the texture on my Char. Either that or my NIOverride.ini are in the wrong place or I don't have enough of them. I am supposed to have only 2 right? Sorry about all of these questions I just really want this mod to work properly.
SmolTent Posted January 5, 2020 Posted January 5, 2020 4 hours ago, Spitfire102 said: So I downloaded Notepad ++ and I Rechecked the 2 NIOverride.ini in the mod folder (Going to Data\SKSE\Plugins doesn't give me and NIO files) to make sure that all the values were correct and the Pubic Hair growing system is still not working for me. (This is the NIoverride.ini file for Netimmerse) (After checking back with the original NIOverride it said that my Computer might slow down due to higher face layers so I lowered it) So with more checking when I start a new char the armpit and pubic hair starts off on level 4 but nothings there for both. The shaving still works but once I shave the levels don't increase even though I set the MCM growing level to 20 and wait a couple of days. So I'm wondering if the starting level Pubic hair texture are either not installed or I installed them wrong. I tested the Slavetats and Nordic slavetats and they work if I use the MCM menu to place the texture on my Char. Either that or my NIOverride.ini are in the wrong place or I don't have enough of them. I am supposed to have only 2 right? Sorry about all of these questions I just really want this mod to work properly. Ah, I suspect it's because your body overlays are too low, for reference I have 18 set. I have attached my ini here too just in case, just install it like any other mod, and put it last in your Mod Order if changing the ini doesnt work NIOini.rar
Spitfire102 Posted January 6, 2020 Posted January 6, 2020 12 hours ago, master151194 said: Ah, I suspect it's because your body overlays are too low, for reference I have 18 set. I have attached my ini here too just in case, just install it like any other mod, and put it last in your Mod Order if changing the ini doesnt work NIOini.rar 1.55 kB · 0 downloads That worked, thank you very much for taking time out of your day to help me.
SmolTent Posted January 6, 2020 Posted January 6, 2020 11 hours ago, Spitfire102 said: That worked, thank you very much for taking time out of your day to help me. No prob my man
Syssiah Posted January 12, 2020 Posted January 12, 2020 Heya ! I'd love to try this mod, but I'm using SSE. Is thta absolutely incompatible ? Is there a way to make it compatible ?
Balgin Posted January 13, 2020 Posted January 13, 2020 I believe there are a handful of SSE conversion patches buried in this thread. You'll need to search through the pages 'though but at least one of them is relatively recent. I'm not going to go looking for you 'though.
Syssiah Posted January 14, 2020 Posted January 14, 2020 thanks ! Found one page 45 (pwew) but for 5.4 version. Btw, I keep crashing after entering the Radiant Raiment in SOlitude or Grey Pine Goods in Falkheath, and approching the vendor. Any idea why ? I suspect some bad texture issue. What can I do to check this crash issue origin ?
OsmelMC Posted January 14, 2020 Posted January 14, 2020 The main difference between LE and SSE mods are the meshes folder and the .dll files. That means if you have the meshes folder of a previous SSE version then you can update using the LE files and keep the meshes folder without override. Also I think there are other SSE for v6.0 probably from the same author. PD: Until now my fix are compatible with the SSE too (for I know)
Syssiah Posted January 14, 2020 Posted January 14, 2020 57 minutes ago, osmelmc said: The main difference between LE and SSE mods are the meshes folder and the .dll files. That means if you have the meshes folder of a previous SSE version then you can update using the LE files and keep the meshes folder without override. Also I think there are other SSE for v6.0 probably from the same author. PD: Until now my fix are compatible with the SSE too (for I know) Ok I have SSE. So where do I find the meshes folder I need to be sure the game doesn't crash from a bad texture on this mod ? I only found two files available to install. A version for SSE on version 5.4.1 and the other Full version named 6.00 but for Regular or LE. I also found this file but I don't know if it is for SSE or the other versions ??? In clear, where can I find the files I need to try solve this issue please ? yps-ImmersiveFashion v6.0 Patch (2019_6_4).7z yps-ImmersiveFashion-SSE.7z
OsmelMC Posted January 14, 2020 Posted January 14, 2020 @Syssiah Ok I check all the posts since v6 release and is true the only SSE is for v5 and from the description is probably better don't patch. Possible options: 1. Use the SSE v5 without the original LE 2. Contact the SSE author for more details and possible update 3... Work together on SSE v6 (I don't have SE so you will need to test) PD: The CTD are not related to texture, usually is the ring of the meshes. Try removing the meshes folder and any other not SSE nails related mod.
Syssiah Posted January 15, 2020 Posted January 15, 2020 6 hours ago, osmelmc said: @Syssiah Ok I check all the posts since v6 release and is true the only SSE is for v5 and from the description is probably better don't patch. Possible options: 1. Use the SSE v5 without the original LE 2. Contact the SSE author for more details and possible update 3... Work together on SSE v6 (I don't have SE so you will need to test) PD: The CTD are not related to texture, usually is the ring of the meshes. Try removing the meshes folder and any other not SSE nails related mod. Here is what I have in the YPS folder. So point by point : 1 - I only use the SSE v5. 2- I will contact this person, hoping she's still around, and can help 3 - I'll be happy to help testing this mod to make it work with you ! 4- I use the CBBE Hands and HN66 Nails v1.4 for SE, and HN66 Mage Nails for Mage v1.5 for SE also.
Syssiah Posted January 16, 2020 Posted January 16, 2020 I happen to be able to meet Ybella in the DIbella's temple. But her different menu of discussion triggers nothing, except when I ask her to look at my body. And the brush, shampoo, and so on seem to be broken. WHen I click shave knife, it tells something about my piercing (which I don't have); shampoo says something about another thing... Can someone help please ?
gnaddelwarz Posted January 20, 2020 Posted January 20, 2020 On 1/14/2020 at 11:14 AM, Syssiah said: thanks ! Found one page 45 (pwew) but for 5.4 version. Btw, I keep crashing after entering the Radiant Raiment in SOlitude or Grey Pine Goods in Falkheath, and approching the vendor. Any idea why ? I suspect some bad texture issue. What can I do to check this crash issue origin ? Hi, the 5.4 conversion was mine. I just noticed, that I have some CTDs, too. (I just returned after taking a break from the game). However, the merchants in Solitude and Falkheath work for me. Also Whiterun and Riften. However, as soon as I enter the temple of dibella in Markath, the game crashes. I am going to check the files again, maybe I had fotgotten some meshes....
OsmelMC Posted January 21, 2020 Posted January 21, 2020 @gnaddelwarz The old version of Dibella Sisterhood use to crash on the Dibella Temple front entrance. Maybe is that.
gnaddelwarz Posted January 21, 2020 Posted January 21, 2020 I went through all the meshes and ran the optimizer again, without success. (On the other hand, I believe I was in that temple in my current run, but maybe I am mistaken....) I then took the 6.0 LE-version, converted that to SSE and applied my fixes to it (recognize the SSE-version of NiOverride to detect highheels and some minor changes). I then started a new game and went directly to the temple (I used LAL to directly start in Markarth), and it did not crash! I could actually get a new hairstyle there. I then started another new game as a male character in Winterhold, to check the new quest. I talked to Mirabelle and followed her on the welcome tour, and the game crashed on entering the sleeping-quarters. I then recompiled all yps*-Scripts in CK (previously I recompiled only the changed ones...., according ot porting guides they should be compatible, but they are the only things not touched when converting) and retested: This time I started in Winterhold and went directly to the sleeping-rooms => no crash! I exited again and talked to Mirabelle, but instead waiting for her to enter the sleeping tower, I entered first when she only was some steps away. I actually could enter the building, but the game crashed some moments later (probably when Mirabelle entered the building after me). I.e. in the first crash, the game crashed immediatly from the loading screen/fade to black, the second time I could see the interiour for a second or so. This is also shown by the save-games: after the first crash, when I restarted the game and choose "Continue" from the main-menu, I ended up in the courtyard (i.e. first save after starting new game), after the second crash "Continue" brings me inside (and the game crashes about a second or two later) I.e. there was enough time between entering the building and the crash for making an autosave. I don't know how to properly debug that (Using .NET-framework I know that the crash was caused by "Unhandled native exception occurred at 0x7FF609BE5590 (SkyrimSE.exe+12F5590) on thread 17764!", which is now very helpful) Edit: ok, it probably was a coincidence or its a matter of timing. Starting yet another game in Winterhold, I could enter the Hall of Attainment when rushing to it, but the game crashed when I did some steps inside.
gnaddelwarz Posted January 22, 2020 Posted January 22, 2020 I finally did it. Problem was that there were missing facegen-files (so all nifs and textures THAT WERE PRESENT were correctly converted, the problem were the files THAT WERE NOT THERE ? ) I simply believed the page https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition: Quote This will save the esp file in a format that works fine with SSE. For NPCS, it also will create/update the facegen data (meshes and textures) of the NPCs added or modified by the mod. There is no need to use the CTRL+F4 keys to do that. I have attached my brand new conversion of the 6.0.0-version, I could successfully enter both the temple of dibella (as female) and play through the new quest "Follower of Dibella" (as male obviously). (The attached Texture-Pack is the same as the oldrim-version after running Cathedral Assets Optimizer, also the textures are compressed (which also removed the TGA-versions). I have not tested, if the unmodified pack from oldrim works, too) Other changes to the oldrim-version (some are the changes may also be useful in the oldrim version): Spoiler Changes/fixes SSE-Conversion gnaddelwarz: ----------------------------------------- (Based on 6.0.0 oldrim version) Changes to scripts (also the sources are moved from Script/Sources to Sources/Scripts, as required by SSE): - yps_PC_MCM.psc: New option "min NiOverride height": makes it configurable which height is considered as "high"-heels. (original: anything != 0.0) - ypsHairscript.psc: show Time needed as formatted time instead of int (days) (personal taste, if you do not like it, it should be possible to just revert to the original (LE-)version of the script) - ypsHeelsNio.psc: + Correctly detect NiOverride (in SSE, "NiOverride" is not a separate plugin but build into "skee") (this check should also be compatible, i.e. it should also work in the LE-version) + use new MCM-value for NiOverride Heels + refactor detection of equipping/unequipping items (heels): instead of actually checking for high-heels inside of the OnObjectEquipped/OnObjectUnequipped-functions, move code to OnUpdate and use "RegisterForSingleUpdate" (I had a deadlock in this code on a previous (LE)-playthrough, according to SaveTool I has several hundred instances of this script running, all inside a "while(writeLock) Utility.Wait"-loop, and not a single instance inside the lock) This code should avoid that, i.e. it does not require a lock. (currently, the "high heels equipped/removed"-debug notifications are still in place, however I am pretty confident, that the new code works ? ) - ypsHeelsTicker.psc: also trigger OnUpdate (via RegisterForSingleUpdate) above, when variables are updated - ypsPiercingTicker.psc: add slot 52 to tracked slots (can't remember which mod, but I had a mod with a piercing in that slot. or it was a local modification and I moved one of the supported piercing-mod to another bodyslot, to prevent funny conflicts with DD (something like: "you can't have a nose-piercing while wearing legcuffs")) - ypsSnakeBitesUnsolder.psc: unsolder correct slot (instead of nostril) - ypsRemoveNailPolish.psc, ypsShaveHair.psc, ypsShavingCreamC.psc: remove apparently obsolete/unused scripts (they do not compile ...) (Re)generate FaceGenData (002856 + 0640EE were missing completely (NIF+Texture), 075ED6+07A54A only tex, leading to CTD) (Funny sidenote, which did cost me several hours: When you read in a "porting mods to SSE"-guide: "This [opening the mode in CK and saving it] will save the esp file in a format that works fine with SSE. For NPCS, it also will create/update the facegen data (meshes and textures) of the NPCs added or modified by the mod. There is no need to use the CTRL+F4 keys to do that." (source: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition) do NOT believe it! After CTRL+F4 on all yps*-NPCs, all the crashes went away!) Recompiled all papyrus-scripts (maybe not needed, I was searching for the CTD) - SKSE/Plugin/ypsFashion/*.json: + ApachiiHairFemales.esm.json: - Rename: ApachiiHairHumanBW => ApachiiHairHuman83BW - Add: ApachiiHairHuman75ShortDreads (as 10br) + Holiday Gift Hairdos.esp.json: new file for https://www.loverslab.com/files/file/7768-hg-hairdos/ (this is work in progress, not every hairstyle is already mapped, see comments at end of file, these styles are still missing) + KS Hairdo's.esp.json: add some missing styles, move some to other styles/length (personal taste, partly to get a better progression, i.e. some are moved to "wrong" lengths to fill holes in the progression, others were moved to more fitting lengths. This is what I currently play with (at 10x hair grow speed, a new hairstyle every few hours ;-)) + KSHairdosSMP.esp.json: new file for https://www.nexusmods.com/skyrimspecialedition/mods/31300 basically a copy of "KS Hairdos - HDT.esp.json" with every prefix "1" replaced by "KSSMP_" (1Amor => KSSMP_Amor ...) should enable those hairstyles in yps (I have not yet tested it, since I currently have "use Custom hairstyles: yes" in MCM, and have not added these styles into my custom list) + LovelyHairstylesCE.esp.json: see notes for KS Hairdos, same applies here + SC_hairs.esp.json: new file for http://www.nexusmods.com/skyrim/mods/71561/? (that mod is for oldrim, but either it works as is in SSE, or it was straight-forward to convert, can't remember....) + ypsHairDatabase.json add the three new definitions above. If you have customized it yourself, remember to merge those + ypsHairDefault.json should be more or less "ypsHairDefault.json (both KS HAIRDOS and KS HAIR HDT)", addapted to SMP instead of HDT + ypsHairgrowthDatabase.json: mix some of the new files into the mohawk-progression, this file is always in flux in my play, consider this as snapshot/WIP! and finally: ypsImmersivePiercing.esp: - remove hdt-master-file (only used for high-heels effect, replaced by NiOverride) - resaved with SSE-CK - fixed some properties (f.e. one of the vendors referenced another vendor instead if itself in ypsYolieOutfitScript) - autocleaned with SSEEdit, which removed some ITM-records. yps-ImmersiveFashion(6.0.0) SSE.7z yps-ImmersiveFashionSound&TexturePack(5.1).7z 11
Syssiah Posted January 23, 2020 Posted January 23, 2020 Woot ! this makes the mod usable by me ! No more crashes ! thank you alot ! However, when I ask for a hair makeover, nothing happens. Do I need to do anything in order to make that work ?
Balgin Posted January 23, 2020 Posted January 23, 2020 9 hours ago, Syssiah said: Woot ! this makes the mod usable by me ! No more crashes ! thank you alot ! However, when I ask for a hair makeover, nothing happens. Do I need to do anything in order to make that work ? It should work. However, just check in the mcm in the hair options section to see if you have hair control turned on or off. It should be the first option.
OsmelMC Posted January 23, 2020 Posted January 23, 2020 @Syssiah Also don't forget to sit on the chair.
Balgin Posted January 23, 2020 Posted January 23, 2020 5 minutes ago, osmelmc said: @Syssiah Also don't forget to sit on the chair. I presumed they meant the option menu didn't even show up. 1
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