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Posted

Hi, just noticed there was an updated in sep and it's version 2.5 now, I've been waiting for updates of this mod, and been using ver. 2.1. just wondering what's the new features between 2.17-2.5, just 'Check for NiOverride High Heels Fixes and skip owe' in log section?

thank you very much

Also I cannot find where to download ver 2.5?

Posted

Info on page 170 and some on 171. The download is there (in downloads), right at the top, it just has no name associated to it, so not obvious to see.

 

 

Posted
21 hours ago, 666VAMPIRE666 said:

Where find Maria? I look over whiterun and can not find here?

wrye bash message say maria base .esm broken

I am pretty sure Maria Eden is just the name of the mod. because there or addon to the mod the main mod is intiltle MARIA BASE because it is the base mod requires for all of the other addons to work.

Posted
On 12/16/2019 at 12:56 PM, 666VAMPIRE666 said:

mmm i long time not play, but in previous version there was quest line main with character Maria

You're talking about, essentially, 1.0, the slave version. It's been a few years since you've played this, I'm assuming. 2.0 was released what, a couple years back? That's close to the current, which is 2.5.x which is a rebuild from the ground up. You're probably looking for what is a completely different mod at this point, an old mod that you likely couldn't find all the dependencies for and likely wouldn't play that well. (Though a mod version that I remember fondly- it was amazing in many ways, and I much prefer the slavery to this sort of odd voluntary prostitution and voluntary slavery)

Posted

Reading through the description on the first page and on the 2.0 guide I honestly think this mod alone is worth reinstalling Skyrim, fantastic work. Unfortunately I'm lazy so I think I'm also waiting for a more complete (english) release.

Keep up the nice work, and TY ;)

Posted

Since I am no longer able to work with CreationKit 32 bit (permanent crashes) I try to switch to SSE now.

If CreationKit 64 is crashing too I'll resign from Skyrim modding completely.

Posted
39 minutes ago, Jappa123 said:

Damn new version looked really promising :/ 

Well - I'll continue until SSE stops me... But my modding time has reduced a lot so things need time.

Posted
17 minutes ago, zaira said:

Well - I'll continue until SSE stops me... But my modding time has reduced a lot so things need time.

Oh, ok but can SSE mods be converted to LE ? usually its LE to SSE. 

Posted
2 hours ago, Koozie said:

It made my CK more stable, maybe it will help you also

Nope - with this ini files my CK won't start at all

Posted

Looks bad, SSE with a minimum set of Sexlab Mods is crashing very frequently - I'm slowly losing my patience with this broken game.

Posted

I'm confused. Where is the download for 2.5?

The main page only has DLs for the old 2016 2.0X versions.

 

OK.

 

I found it. The secret nameless file.

Is this some sort of initiation test?

Posted

CK crashed lots for me with 3 screens with high resolution. I dropped resolution and screens to 2 and was much more stable. Graphics driver issues for me :(

Posted

OK, I got the SSE version more or less stable enough to continue. So from now on I drop the support for the LE version.

Posted
3 hours ago, zaira said:

OK, I got the SSE version more or less stable enough to continue. So from now on I drop the support for the LE version.

Did you make any progress compared to current version? I mean since there is no more updates for le version then maybe release newest version. 

Posted
On 1/6/2020 at 2:22 PM, zaira said:

Since I am no longer able to work with CreationKit 32 bit (permanent crashes) I try to switch to SSE now.

If CreationKit 64 is crashing too I'll resign from Skyrim modding completely.

I had something like you described some weeks ago-I didn´t realize it at first time and I thought it is my personal wrong handling, or that I use too heavy stuff all together. Then I remembered my older extreme-mesh-test, when I added 40-60 meshes(NIF-files) with sizes about 10K up to 20K and copy-pasted them all behind, like bethesda tested the oblivion ck in the past with 100 of cathedral-files sitting all inside each other as a stress-test. A proper CK is loading all this without any issures and it´s solid. The meshes get to be loaded up like the game does this. The stress for the engine of skyrim begins in that case, if such meshes are very narrow with their polygons coming. If the density of polys is too high or if the picture has to bring a lot of horizontal stripes, it is a killer for the framerate (that´s one reason to create better no cages with lot of horizontal lines !!!). Such objects can be put easily inside of CK-all fine, but ingame can this assets drop the framerate down to 1. The engine is after a while recovering but not crashing, then you can pull the character´s cam away and the game is increasing the framerate again and you can play on. CK is more stronger than the game, which depends of cause on it´s graphical settings. Anyway: if CK is crashing, it has stopped to be able to empty it´s ram-function.

 

The Creation Kit is depending on a clean windows- and gpu- installation:

You can fix this problem by starting with a new installation and add your existing version of ME (maybe your whole skyrim-installation set-up) to that new installation.

Windows can break without any sort of "warning" for the creation-kit, so that it´s not use-able any longer. If such a windows-installation is using CK 64 (skyrim), it will crash also. I watched this phenomena some weeks ago and it was not hard to recover the situation with a new installation.

Beside that all, I do not allow any longer updates on my production-partition, not for windows and not for the GPU. I guess that windows updates were the result to make somewhere in the past month creation kit break for more intensive work. Most people will not even feel this as long they handle "lightweighted" stuff. Such problems are beginning if you creat new "landscapes" or additional landscapes or maybe something more heavy like maria eden. It has to do with a loosing chance, that the cK can not get rid of stuff out of the memory again. There are some restriction-parameters inside of CK, which can be tuned and what I saw from the system was, that CK was not able to handle the RAM any longer without a crash.

CK 64 is working in the same way. CK 64 I can also simply  crash in the existing tamriel world (on a new system, which is not happening with CK32, not here). CK 32 is working solid, if it runs on a clean windows 7 installation (mine is from about 1 1/2 years ago, updates switched off).

 

I would give CK32 a chance with an older working setup-maybe you have one of the past maybe.

I would concentrate now VERY MUCH on a perfect working CK before all other functions. It´s the only key to a serious modding.

Your mod is NOT the reason for the male-function-this is absolutly sure. Keep in mind how many data the CK is loading in comparison to your mod.

 

Good luck-maybe this helps.

 

 

p.s. if you have your last version of your work, you could let me test it on my system, so I could tell you, what it does here

p.s.2. if CK is not shutting down correctly, it then has to do with the loaded mod (combination), not with CK (this can happen also on a working, stabil set-up)

Posted

My PC is new and I won’t disable updates since they solve security issues.

 

However, SSE CK is stable and much faster than the old one. The SSE render engine looks a bit blurry but with havok fix I can play with more than 120 FPS now. This seems to have a very big impact on the CK storymanager because now my quests are really scheduled as I defined them.

 

The script engine is bound to the frame rate and the storymanager has fixed time slices to trigger quests. When he is on steroids he is able walk through the whole quest tree. With 60 FPS it stops processing before the whole tree is handled. 
 

The new ME is completely relying on the storymanager and lots of potential story bugs disappeared on high frame rates. On LE I was not able to get a stable game play with more than 60 FPS. Another reason for switching to SSE. I was not aware about the storymanager time slices and that was one reason why I ignored SSE so long.

Posted

I believe something called actorutil or something like that is not working in SSE. The author of soul gem oven mod has a giant sticky message about it on their soul gem oven mod page in response to people trying to get a SSE conversion from that author. So if you ever need actorutil or whatever it is called you are SOL until someone gets it to work in SSE. There was one other thing that doesn't work in SSE either but I can't remember what it was.

Posted

Yeah, it´s just the situation, that your system maybe has last updates of win7, which might cause this effects.

For a script-modding, it´s maybe no difference to go to SE, me I´ll not do that because I would miss HDT-PE, which is massive available inside of ZAP9.

And this I made not for "nothing", really not.

 

I also have an installation of SE, but for my feel is the software not ideal made.

I also don´t like to "convert" mods or play with a different engine all the time because it´s complex enough, what I have here now.

SE is simply nice for Bodyslide and some vanilla questplay to me. Anyway was I thinking to delete it again, because of the "waisted" place, hard to see it in such way but-SKYRIM is not the same like SKYRIM SE.

If FO4 would be like skyrim, I´d use at once the FO4 engine. This engine is perfect made and also the CK of FO4 is solid and offers very cute new functions for furnitures and also for scripting, dialogues. BUT, look what is being build in there !!! BS is also CRAPPY and is far away from the SKYRIM - one.

This whole discussion is of cousre depending on the personal taste but I have my most fun with OLDRIM. For modding it´s no. 1.

Anyway am I sure that zap 9 becomes quickly also converted and so you can then use what you like for ME.

There are some real "invisible" changes between both engines and some may be not discovered yet. This maybe will cause the one or another surprise for all SE-gamers.

 

For being more secure and concrete to my upper description, I would install windows with it´s service packs and then look what CK is doing. On it´s long update-way is (what I have felt here so far) is somewhere an update, which let all the CK become unstable. That´s my opinion about the situation. And I am sure that Ck64 is same way affected by this-maybe ME will be working with CK64, but if I would test it on your system, I would let it CTD/freeze in about 1 minute because I checked the stuff lot of hours, and I compared it´s behavior on a windows with latest updates and with newest GPU-driver and compared it with an older setup. No other software has been installed, only win updates/gpu-updates, that´s it!

The rest of this you can rhyme together yourself and make, what is the best for you, I only wanted to write to you my experiences so far.

Without a working CK, modding is not working and our mood is quickly down to go on with the work, this is fact;-)

All the best!

 

 

Posted
17 hours ago, t.ara said:

p.s. if you have your last version of your work, you could let me test it on my system, so I could tell you, what it does here

It is not about my mod - my CK 32 crashes even if I only load Skyrim.esm and opening a cell (on my fresh new Win10 PC). I'll give SE a try - so to say the last chance because I am really pissed of caused by all the hair-raising Papyrus engine bugs.

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