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What is\Where is - Searches and Requests thread.


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Posted
6 minutes ago, rivalkingdoms said:

Hello,

Does anyone know (or have) if there's been a SSE port of Aibellia Island or Nakahara? Saw them whilst trawling Oldrim the other day, awesome

I ported Nakahara for personal use for Skyrim SE.

 

Here is the download

Posted
14 hours ago, McLude said:

Top one looks like you have a bright facelight washing out the features.

I don't have facelight active. It look better interior but outside the lighting on skin is just awful :(

Posted
50 minutes ago, assassin394 said:

I don't have facelight active. It look better interior but outside the lighting on skin is just awful :(

 

Try Intrigued ENB, it's generally darker and with better Subsurface Scattering imo. Also check out Skin Shaders for ENB on Nexus. (Sorry, I can't bother linking them, I'm on my phone)

Posted
11 hours ago, jesseg said:

 

anyone know what "armour" this is?

 

14.thumb.jpg.f45799badc70deffaf422fbe73a1d665.jpg

 

This is just a Daz render, not from skyrim, I think. But check out Elvenia, it's similar, kinda.

Posted

Guuuuys.. is that possible that  Immersive First Person is still not ported from oldrim to SE? :/ I realize how hard is porting mods, but guuuys it's he end of the 2018, and there is still no good mod for SL pov ? any information? hints on replacement? (*no, i don't want to hear about "Joy of perspective", unless You tell me how to integrate it with SL. thanks ;p*)

Posted
9 hours ago, EszOzwierz said:

Guuuuys.. is that possible that  Immersive First Person is still not ported from oldrim to SE? :/ I realize how hard is porting mods, but guuuys it's he end of the 2018, and there is still no good mod for SL pov ? any information? hints on replacement? (*no, i don't want to hear about "Joy of perspective", unless You tell me how to integrate it with SL. thanks ;p*)

While I share your desire for IFPV-SE, I don't blame meh321 for not porting it- it's a DLL mod and as such Bethesda would've broken it at least 6 times over the past year or so.

 

So yeah, it's not only possible, it's almost inevitable that some SKSE-dependent mod authors are saying "fuck SSE."

Posted
On 12/7/2018 at 7:50 AM, jesseg said:

 

anyone know what "armour" this is?

 

14.thumb.jpg.f45799badc70deffaf422fbe73a1d665.jpg

That's not Skyrim and neither is the armor. It looks like it's all DAZ 

Posted
20 minutes ago, SunJeong said:

That's not Skyrim and neither is the armor. It looks like it's all DAZ 

The image is from the astonishingly great ILUVLOADING SSE mod, which certainly lives up to its name and is still showing me stunning new images every now and then even though I've had it installed for hundreds of hours of gameplay.

 

According to the attributions, it was created by mattiiz and ported by Pickelsturn (now banned.) The list of contributing artists doesn't include anyone named DAZ, although that certainly doesn't eliminate that as a possibility. Please help me understand, what is a "DAZ?"

Posted
56 minutes ago, Vyxenne said:

The image is from the astonishingly great ILUVLOADING SSE mod, which certainly lives up to its name and is still showing me stunning new images every now and then even though I've had it installed for hundreds of hours of gameplay.

 

According to the attributions, it was created by mattiiz and ported by Pickelsturn (now banned.) The list of contributing artists doesn't include anyone named DAZ, although that certainly doesn't eliminate that as a possibility. Please help me understand, what is a "DAZ?"

The link you posted further solidifies my statement.

 

DAZ is a 3d modeling software/community. The author of the loading screen mod you posted says that the images are not in-game screenshots and that the armors don't exist for Skyrim. Based on the models used in that image it looks like it's DAZ to me. Kinda surprised some people don't know what DAZ is

 

https://www.daz3d.com/home

DAZ assets are a big no-no to port.

Posted
59 minutes ago, SunJeong said:

The link you posted further solidifies my statement.

 

DAZ is a 3d modeling software/community. The author of the loading screen mod you posted says that the images are not in-game screenshots and that the armors don't exist for Skyrim. Based on the models used in that image it looks like it's DAZ to me. Kinda surprised some people don't know what DAZ is

 

https://www.daz3d.com/home

DAZ assets are a big no-no to port.

Actually, the armour is available, i am currently using it, found in an armour pack i had downloaded a while ago.... thanks!!!!

EDIT - unfortunately the armour is called BBP ArmourPack, I converted it for SE...

The Elder Scrolls V  Skyrim Special Edition Screenshot 2018.12.10 - 04.27.54.13.png

The Elder Scrolls V  Skyrim Special Edition Screenshot 2018.12.10 - 04.50.52.69.png

Posted
2 hours ago, SunJeong said:

The link you posted further solidifies my statement. (...) Kinda surprised some people don't know what DAZ is

Dear heart, I didn't challenge your statement or doubt it in any way! What is the cause for being argumentative? I simply asked what DAZ was, whether it surprises you or not that I didn't already know.

 

I'm very sorry to have bothered you, and I won't make that mistake again.

Posted

Since my installation of Skyrim SE is fully operational again, I thought that I'd try asking whether or not there are any HDT breast weight painted hairs for Special Edition which work with Khajiit and Argonians.

 

Apachii Divine Elegance Store has wigs that work exactly right but I was wondering if there was anything which sprouts from the scalp but doesn't require a new headmesh. If not, are there any do-it-yourself guides for such available?

Posted

First things first, we need a Request & Find category just like Oldrim has..

 

Anyways! As the title says, I'm looking for any kind of piercings for CBBE SE, anything other than the classic KS-Jewelry type earrings. Any help would be much appreciated.

Posted

Does anyone know of a SE mod that works like aroused creatures, but for NPCs? I was looking for one of those with my companion, but the closest one i found was Lover's Victim, and it was abandoned in 2014.

Posted

I've been trying to convert this Oldrim armor mod to SSE but with no luck. I downloaded the mod from here https://eskrimmods.blogspot.com/2017/10/amazonian-armor-cbbe.html

1157261795_preview_20171003194407_1.jpg

 

This is the step by step guide I've been trying to follow:

  • Unpack the archive file into a folder.

  • Unpack the BSA, probably using this tool. Folders such as textures/ and meshes/ should be in the same directory as the .esp file. Delete the BSA after doing so.

  • If a meshes/ folder exists, which it should, run this tool on the meshes within. I don't think an armor mod should have any head parts/etc, so it's probably safe to copy the executable into the meshes/ folder and just run it with default options. Delete it and its text log afterwards.

  • Zip this folder back up into an archive and install it as you usually install mods.

  • Before loading the game, open the SSE Creation Kit-- you will need to install it if you don't have it. If you use MO2 or another virtualization-type mod manager (are there any?), you'll need to add the CK executable and run it through that mod manager as well. File > Data, then select the esp you've just added. Make sure to click 'Set as active file' before loading the data. Loading takes a long time and it's generally safe to ignore all warnings.

  • Make a small change, preferably one that won't overwrite other things (changing the name of the armor in the mod and then undoing that change is what I usually do) to trick the CK into resaving the esp. Make sure the esp name at the top of the CK window has an asterisk next to it at this point (meaning the file has been changed and will in fact be resaved). File > Save, then you're good to close the CK and should have a form 44 esp.

Where I get stuck at is after installing the mod, I'm suppose to load it up in CK. The problem is when I open CK, I don't see the mod on the list so I'm not sure what I'm doing wrong. I have tried repacking the file in different ways just to make sure I was doing it wrong. So if anyone can help me out by completing this for me or tell me what I am missing I would greatly appreciate it. Preferably I would like to be shown what I'm doing wrong or what I'm missing that way I can work on more mods in the future and contribute to the site.

I'll add the mod file from the site.

WW.7z

Posted
12 hours ago, howlerleech said:

Does anyone know of a SE mod that works like aroused creatures, but for NPCs? I was looking for one of those with my companion, but the closest one i found was Lover's Victim, and it was abandoned in 2014.

 

Sexlab Approach JPPlus (You can find it on github). The translated version can be found on Sexlab Approach comment section here on LL.

 

 

Posted

Okay I'll see if I can find that one and add it to my thread 

Posted
On 12/11/2018 at 4:24 PM, vraven1997 said:

I've been trying to convert this Oldrim armor mod to SSE but with no luck. I downloaded the mod from here https://eskrimmods.blogspot.com/2017/10/amazonian-armor-cbbe.html

 

(in the CK after loading the esp) Make a small change, preferably one that won't overwrite other things (changing the name of the armor in the mod and then undoing that change is what I usually do) to trick the CK into resaving the esp. Make sure the esp name at the top of the CK window has an asterisk next to it at this point (meaning the file has been changed and will in fact be resaved). File > Save, then you're good to close the CK and should have a form 44 esp.

It is not necessary (with current versions of the CK and SSE) to make any change at all. Load the plugin into the CK (Make Active File) then just click the Save icon and close it. Your plugin is now Form 44.

 

On 12/11/2018 at 4:24 PM, vraven1997 said:

Where I get stuck at is after installing the mod, I'm suppose to load it up in CK. The problem is when I open CK, I don't see the mod on the list so I'm not sure what I'm doing wrong. I have tried repacking the file in different ways just to make sure I was doing it wrong. So if anyone can help me out by completing this for me or tell me what I am missing I would greatly appreciate it. Preferably I would like to be shown what I'm doing wrong or what I'm missing that way I can work on more mods in the future and contribute to the site.

I'll add the mod file from the site.

WW.7z

Pronoun trouble, as Daffy Duck once hilariously observed. This statement as written implies that you are trying to load the installable mod archive (zip, 7z, rar file) instead of the plugin. You can't load "a mod" into the CK, only the plugin (esp file) can be loaded into the CK.

 

The CK sees only active plugins. You can activate the plugin with any mod manager. I use NMM because it is very straightforward- stuff that goes in the Data folder is actually in the Data folder, not squirrelled away in some hidden virtual place. If the plugin is in the Data folder where it belongs, and is activated, the CK will "see" it and it is available to load- just Make Active File. NOTE: you can't load ("Make Active File") an esm plugin- you have to espify it first, then load it into the CK and resave it, then esmify it. You can do that with Wrye Bash.

 

Packing, unpacking, load-order finagling, etc. is irrelevant to the process of converting a mod from Oldrim to SSE.

 

The basic conversion process is simple:

1. Actually Install the Oldrim mod into SSE using NMM (or whatever mod mangler you prefer) The reason for this is so you can find everything. Also, the CK can't find plugins that aren't where they belong, so virtual mod management introduces another whole level of complexity to the process. If the mod asets are in BSA's, you should extract them and install the loose files instead of the BSAs. You can always re-archive the assets into the BSAs after conversion.

2. Run Nif Optimizer on the MOD's mesh folder(s)- do not check Headparts and do not run it on your entire meshes folder- only on the particular mod's mesh folder(s). If there are headparts in the mod, separate them out if they are not already in separate folders, then run Nif Optimzer only on the Headparts folder(s), with the Headparts box checked.

3. Scan the mod's textures with NifOptimzer. It will catch some of the possible problems with the textures but it won't fix them. Welcome to GIMP/Photoshop.

4. Launch the CK and wait until it has found "whatever all" it looks for for 5 minutes after you launch it. When you finally can, click the Open icon and select the mod's plugin (esp) file and make it the active file. Click "Yes to All" on the 3,287 error warnings that pop up as it struggles its way through the process of loading a simple armor mod. :classic_wacko:

5. Click the Save Icon

6. Close the CK

7. Repack the mod into a new installable archive (7z, zip, rar) if you plan to share it. This is because you have potentially changed the meshes, textures and plugin so by repacking it and adding "SE" to the archive name, you have assured that your conversion won't be inadvertently uninstalled and destroyed

8. If your name is Vyxenne, spend the next 6 hours creating slidersets and building the armor in Outfit Studio and Bodyslide so it will have Boobie and Butt bouncing and not clip and be the same shape as my body so I don't get all bent out of shape when I equip it.

9. Launch the game and enjoy your new armor.

 

 

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