Blaze69 Posted November 24, 2018 Posted November 24, 2018 7 hours ago, Bad Dog said: Just bitching: Does anybody know what dafuq is going on with Khajiit Male Hair 09? It's the one with the rings on braids. I wanted to reweight the rings because the vanilla weighting sucks donkey bricks, but I cannot get that mesh back into the game without crashing. The only thing I can think is that it uses vertex colors apparently to keep the rings from picking up hair color, and maybe my tools aren't able to do that correctly. Anyway I spent a day on it and it's still borked. Are you trying to edit it in Blender? Have you tried using Outfit Studio instead? The latest version includes a tool to work on Vertex Colors, and I've never had issues with hair meshes edited in it.
Hakaru Posted November 24, 2018 Posted November 24, 2018 When I installed this and started a new game, my Nord (Lykaios) characters balls won't stop bouncing sporadically nonstop. I've reinstalled SOS, sorted out the file conflicts, put everything in the right mod order... what the FUCK is going on?
Ramare Posted November 24, 2018 Posted November 24, 2018 2 hours ago, Hakaru said: When I installed this and started a new game, my Nord (Lykaios) characters balls won't stop bouncing sporadically nonstop. I've reinstalled SOS, sorted out the file conflicts, put everything in the right mod order... what the FUCK is going on? The issue is probably as simple as an uncapped framerate. Going above 60 FPS in Skyrim causes physics problems, which I believe includes HDT weirdness. There are a few ways to limit your framerate but you can do it easily if you happen to already have ENB installed: just open your enblocal.ini file with word/notepad, go to the [LIMITER] section, set EnableFPSLimit to True and set FPSLimit to 58 (and not 60 because it tends to overshoot the cap by a frame or two, so that makes sure everything works correctly). Alternatively you could use ENBoost, which is just ENB but with all the shader nonsense stripped out leaving behind just the parts that make the game run a bit smoother (hence the name); just open that same file and apply the same edits after you install it.
Bad Dog Posted November 24, 2018 Author Posted November 24, 2018 18 hours ago, MadMansGun said: could khajiithair09.tri be causing a problem with the nif? No, cuz I disabled it first. 13 hours ago, Blaze69 said: The latest version includes a tool to work on Vertex Colors Really? I'll look for that. But just reading the original and writing it as a nif -- no changes -- produces an instant CTD when the engine tries to load the resulting mesh.
RetroBear Posted November 24, 2018 Posted November 24, 2018 So... how long before someone gets that long awaited SE release working for skyrim VR hahah. This mod is a godsend on oldrim once you get it going I can't wait to see.
Bad Dog Posted November 24, 2018 Author Posted November 24, 2018 18 hours ago, MadMansGun said: could khajiithair09.tri be causing a problem with the nif? That wasn't it but I think it helped me find it. 09 references a hairline that has a new tri that may be causing the screwup.
Hakaru Posted November 25, 2018 Posted November 25, 2018 No luck. It's worth mentioning that the balls did not bounce before when I simply used the Lykaios mod and a Bad Dog Lykaios Schlong. I really want to get this running. Is there any compatibility patches for Enderal or should it run just fine?
ShadowKitty42 Posted November 25, 2018 Posted November 25, 2018 1 hour ago, RetroBear said: So... how long before someone gets that long awaited SE release working for skyrim VR hahah. This mod is a godsend on oldrim once you get it going I can't wait to see. I don't have Skyrim VR, but if I did, i'd certainly give my SE conversion a try on it.
aera Posted November 25, 2018 Posted November 25, 2018 3 hours ago, ShadowKitty42 said: I don't have Skyrim VR, but if I did, i'd certainly give my SE conversion a try on it. Actually, I recently PM'd you about that, I'm attempting to get a little port working for my VR setup myself, it should work. Having issues with CK crashing on save though (it seems to want to auto-export all facegen data no matter what when I save, which seems to be crashing it) Is there some way to force creation kit to save without doing facegen stuff? Can't seem to find much info online, might have to edit the exehttps://www.reddit.com/r/skyrimmods/comments/8qimu1/ck64_any_ini_tweaks_to_disable_regenerating/ I'll post back here with my progress, but if it works in SE there's no reason it wont work in VR. SKSE (and even SkyUI) are already ported EDIT: Got the bad textures converted using photoshop + nvidia texture tools, but I still can't get creation kit SE to spit out an updated YiffyAgeConsolidated.esp, it still crashes on save (apparently when trying to generate some facegen data)
Vaelophis Posted November 25, 2018 Posted November 25, 2018 Just a heads up that if you use DIVERSE SKYRIM - Nord Stormcloaks Only edition, the game refuses to load due to the DS patch for Yiffy Age calling for the basic version only.
Hakaru Posted November 25, 2018 Posted November 25, 2018 3 hours ago, Hakaru said: No luck. It's worth mentioning that the balls did not bounce before when I simply used the Lykaios mod and a Bad Dog Lykaios Schlong. I really want to get this running. Is there any compatibility patches for Enderal or should it run just fine? Enderal is a separate question by the way. This is vanilla skyrim I'm working with right now. Still have the bouncing balls. Changing the ENB Settings did nothing.
Teraunce Posted November 25, 2018 Posted November 25, 2018 On 11/23/2018 at 7:57 PM, ShadowKitty42 said: Well when I converted it there were 2 things I wasn't able to fix. Firstly, some of the texture files were in a DDS format that SE doesn't support and I don't have the tools to convert them. I had to copy similar files (most that didn't work were "_s" files) or just delete some that were causing crashes. I don't really know how difficult that is to fix the correct way. Also, there are some shiny-ness problems on certain races that I'm not sure how to fix (possibly caused by deleting textures that were causing crashes). Secondly, there are some minor problems with seams between hands and forearm, for example. No idea what caused that or how to fix it. I think it could've been caused by just running everything through NIF optimizer. Then there was that odd occurrence with using the Facegen data for LE and dropping it straight into SE. I had generated facegen data in the SE Creation Kit but that was causing crashes, but the LE facegen worked perfectly. Wait LE Facegen Data works? woo boy that means I can finish my conversion which does have the _s files converted correctly.
Blaze69 Posted November 25, 2018 Posted November 25, 2018 4 hours ago, Hakaru said: Enderal is a separate question by the way. This is vanilla skyrim I'm working with right now. Still have the bouncing balls. Changing the ENB Settings did nothing. Do you have FloppySOS installed? Or any other HDT mod that could be conflicting with the schlong HDT? Badly written XMLs can cause bugs when coupled with several other physics'd objects. Otherwise, maybe try searching for the Havok Fix SKSE plugin in the Nexus. Don't think it's specifically meant to fix HDT issues, but if your problem is caused by FPS fluctuaction making Havok go crazy, that could help.
RetroBear Posted November 25, 2018 Posted November 25, 2018 Yeah I'd love to lend a hand to help but I don't own a copy of SE so the Bethesda net laucher wont let me run the creation kit. VR apparently isnt supported
worksa7 Posted November 25, 2018 Posted November 25, 2018 Haven't posted in like forever, but anytime I am around I always have to swing by and remind you how much I appreciate your work Bad Dog. 5
PaulGreen Posted November 25, 2018 Posted November 25, 2018 The SSE game will not use some older DDS compression types, and CK complains about uncompressed textures, though they will still work in the game. I'm not very familiar with the state of DDS compression, however it seems like the idea is that the new BC7 compression algorithm can compress textures very well, while maintaining nearly the quality of uncompressed textures, while also having the advantage of laying out the data structure of the file to optomize for graphic hardware (which uncompressed cannot do). So, there can supposedly be a significant increase in texture rendering speed over uncompressed to use any of the DDS compressions, then if BC7 is nearly as good, probably should use that. However, gimp plugin and any older plugins have no support for BC7. I understand that, to make the game work or the CK not complain, one should just use BC3 compression for color textures with alpha and BC1 for color textures without an alpha (BC1 vs BC3 in RGB part is exactly the same, only slpha is different), and then BC5 for normal maps, which can be done from gimp. However, the but best option is to use BC7 which gimp and other older plugins cannot do. Note, do NOT use BC5 for color maps, ONLY for normal maps.. it throws away one of the color channels as part of its technique. Info on compression formats: [ http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ ] INtel photoshop DDS plugin which can do BC6/7: [ https://software.intel.com/en-us/articles/intel-texture-works-plugin ] However, microsoft has also released a command-line tool that can do this conversion to BC7: Github project: [ https://github.com/Microsoft/DirectXTex ] Latest pre-compiler release: [ https://github.com/Microsoft/DirectXTex/releases/tag/aug2018b ] You can use this something like [ texconv.exe -o outputdirectory -ft dds -f BC7_UNORM * ] to convert all the files in a directory of known types (BMP JPG JPEG PNG DDS TGA HDR TIF TIFF WDP HDP JXR) into dds with BC7 and output to directory outputdirectory. There are also options to just recusively go through every subdirectory and replace existing files with newly compressed versions. If files are already in a format SSE knows and CK doesn't complain about, there is no point in re-compressing. It'll just lose even more color data in the compression. Some more possibly useful discussion I randomly found, no idea about validity usefulness of the tool linked. [ https://www.reddit.com/r/skyrimmods/comments/8p4g98/bc7_dds_batch_compression_tool_texconvgui/ ] 1
PaulGreen Posted November 25, 2018 Posted November 25, 2018 17 hours ago, Bad Dog said: That wasn't it but I think it helped me find it. 09 references a hairline that has a new tri that may be causing the screwup. Every tool I've ever used that exports a .nif file occasionally or frequently outputs a few wrong settings. Basically, 90% of the time, I have to manually fix some settings in the nif. From blender, it's almost always the shader type (gets set to "default" instead of "facehen map" or "skin map" or whatever) and sometimes other things. If it is still failing, can send me output file and see if I can see problems.
mxwqtkl Posted November 25, 2018 Posted November 25, 2018 28 minutes ago, PaulGreen said: However, microsoft has also released a command-line tool that can do this conversion to BC7: Github project: [ https://github.com/Microsoft/DirectXTex ] Latest pre-compiler release: [ https://github.com/Microsoft/DirectXTex/releases/tag/aug2018b ] For anyone using GIMP, there is a simple plugin that will allow you to export directly to texconv and output a BC7 file: https://gist.github.com/Equinox-/19d726d4c9cd59f8617429b3a6a8e16c#file-readme It's very basic and only loads and saves BC7 files, but if that's what you're making a lot of it's handy.
ShadowKitty42 Posted November 25, 2018 Posted November 25, 2018 4 hours ago, RetroBear said: Yeah I'd love to lend a hand to help but I don't own a copy of SE so the Bethesda net laucher wont let me run the creation kit. VR apparently isnt supported Wait, are you saying you can't use SE Creation Kit because you don't have SE, but you DO have Skyrim VR?
RetroBear Posted November 25, 2018 Posted November 25, 2018 40 minutes ago, ShadowKitty42 said: Wait, are you saying you can't use SE Creation Kit because you don't have SE, but you DO have Skyrim VR? Yeah. I don't have SE but I do have Skyrim VR Wont let me run it outright from bethesda net launcher
ShadowKitty42 Posted November 25, 2018 Posted November 25, 2018 3 minutes ago, RetroBear said: Yeah. I don't have SE but I do have Skyrim VR Wont let me run it outright from bethesda net launcher That's pretty dumb because they're basically the same.
aera Posted November 25, 2018 Posted November 25, 2018 1 hour ago, RetroBear said: Yeah. I don't have SE but I do have Skyrim VR Wont let me run it outright from bethesda net launcher I had no issue downloading the SE creation kit without SE installed. I do have SE on steam but it's not installed anywhere. I vaguely remember renaming the skyrimvr.exe to trick it, that might have been for creation kit. CK runs without any checks once downloaded though, if you can find a copy of it and paste it in, it should work. I've been trying to get this ported into VR myself but the current roadblock is, game crashes immediately on loading screen. This happens when loading the "press a button to continue" room that SkryimVR loads initially (aka VRPlayRoom). You can disable VRPlayRoom via a .ini edit, which allows the game to load up to start screen, but upon clicking new game / load it immediately CTDs with no additional stuff put in the papyrus log. Same CTD happens when trying to load qasmoke via console (coc qasmoke) This could also be related to the fact that PapyrusUtil is not yet ported to VR, SKSE-VR completely rejects its .dll if you check the SKSE log. The PapyrusUtilSE devs are apparently working on a VR build though, hopefully that comes out soon. It might also be able to hack together a very basic build that doesnt require PapyrusUtil. At least the races might work. Probably very little chance of any sexlab/SOS stuff working in VR in its current state though. I didn't realize SKSE-VR requires vr specific builds of every SKSE plugin dll. Which is bad Register custom animation events isnt ported to SE either, let alone VR. The source is available, but it requires on something called "libSKSE" which is a 3rd party API extension that also hasn't been updated to SE (or VR). And on top of that RCAE hooks a few functions its self, so those offsets would need to be updated. I looked through the YA script sources and it seems RCAE is mainly used for SOS animations, but also a few idle animation fixes. I've removed all RACE references and recompiled the scripts which should work, but will probably cause major problems with SOS/sexlab Another thing worth mentioning, it might not cause problems but there are some references to unofficial skyrim patch scripts in YA according to the papyrus log, installing USSEP makes those errors go away
aera Posted November 25, 2018 Posted November 25, 2018 2 hours ago, PaulGreen said: The SSE game will not use some older DDS compression types, and CK complains about uncompressed textures, though they will still work in the game. I'm not very familiar with the state of DDS compression, however it seems like the idea is that the new BC7 compression algorithm can compress textures very well, while maintaining nearly the quality of uncompressed textures, while also having the advantage of laying out the data structure of the file to optomize for graphic hardware (which uncompressed cannot do). So, there can supposedly be a significant increase in texture rendering speed over uncompressed to use any of the DDS compressions, then if BC7 is nearly as good, probably should use that. However, gimp plugin and any older plugins have no support for BC7. I understand that, to make the game work or the CK not complain, one should just use BC3 compression for color textures with alpha and BC1 for color textures without an alpha (BC1 vs BC3 in RGB part is exactly the same, only slpha is different), and then BC5 for normal maps, which can be done from gimp. However, the but best option is to use BC7 which gimp and other older plugins cannot do. Note, do NOT use BC5 for color maps, ONLY for normal maps.. it throws away one of the color channels as part of its technique. Info on compression formats: [ http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ ] INtel photoshop DDS plugin which can do BC6/7: [ https://software.intel.com/en-us/articles/intel-texture-works-plugin ] However, microsoft has also released a command-line tool that can do this conversion to BC7: Github project: [ https://github.com/Microsoft/DirectXTex ] Latest pre-compiler release: [ https://github.com/Microsoft/DirectXTex/releases/tag/aug2018b ] You can use this something like [ texconv.exe -o outputdirectory -ft dds -f BC7_UNORM * ] to convert all the files in a directory of known types (BMP JPG JPEG PNG DDS TGA HDR TIF TIFF WDP HDP JXR) into dds with BC7 and output to directory outputdirectory. There are also options to just recusively go through every subdirectory and replace existing files with newly compressed versions. If files are already in a format SSE knows and CK doesn't complain about, there is no point in re-compressing. It'll just lose even more color data in the compression. Some more possibly useful discussion I randomly found, no idea about validity usefulness of the tool linked. [ https://www.reddit.com/r/skyrimmods/comments/8p4g98/bc7_dds_batch_compression_tool_texconvgui/ ] I've been compressing all the textures using DXT1, which seems to make Nif Optimizer happy at least. Does DXT1 cut it or is BCn compression required?
J4ck4l13 Posted November 25, 2018 Posted November 25, 2018 ok so im not sure whats happening here ScreenShot7.bmp ScreenShot8.bmp
Blaze69 Posted November 25, 2018 Posted November 25, 2018 1 hour ago, Spunzafoon13 said: ok so im not sure whats happening here ScreenShot7.bmp ScreenShot8.bmp The forum software doesn't support BMPs. Next time try saving them as JPG or PNG instead (you can use Paint for that). Looks like you have some other mod overwriting YA's edits to races and/or head parts. Post your load order.
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