invisible Posted February 28, 2018 Posted February 28, 2018 5 hours ago, Pfiffy said: Enable the SE Compatibily Checkbox in FNIS before you run it. I got a bunch of warnings once I enabled it and people were still stuck in their T-Poses
Pfiffy Posted February 28, 2018 Posted February 28, 2018 So you didn't convert the anims.. I guess you did not convert the meshes, too...
MadMansGun Posted February 28, 2018 Author Posted February 28, 2018 5 hours ago, Pfiffy said: What is the oldes version of CF, that is compatible with MNC? i'm not sure, but it needs to be able to read and understand the json files inside the creatures.d folder.
invisible Posted February 28, 2018 Posted February 28, 2018 4 hours ago, Pfiffy said: So you didn't convert the anims.. I guess you did not convert the meshes, too... Is this the guide on how to convert them? https://www.nexusmods.com/skyrimspecialedition/mods/2970/? EDIT: I converted everything and now it works, thanks for the tip.
Pfiffy Posted March 1, 2018 Posted March 1, 2018 8 hours ago, MadMansGun said: i'm not sure, but it needs to be able to read and understand the json files inside the creatures.d folder. We are still working at the problem that creatures refuse to switch between the armored and the naked body in SE. And we still have not been able to isolate the source of this. I had it running partially, but after mesing around for a while it stopped working and right now I'm back in the same situation as all others that tried to convert CF/MNC.
MadMansGun Posted March 1, 2018 Author Posted March 1, 2018 1 hour ago, Pfiffy said: We are still working at the problem that creatures refuse to switch between the armored and the naked body in SE. And we still have not been able to isolate the source of this. I had it running partially, but after mesing around for a while it stopped working and right now I'm back in the same situation as all others that tried to convert CF/MNC. well speaking out of my ass i would assume the problem is JContainers or something related to it, i base my thinking on the fact that CF does not run right with older copes of JContainers, so my question would be: what version of JContainers is the 64 bit version based on? and what did they actually change in the 64 bit version to make it run in 64 bit Skyrim? was it something CF needed? or there could be something wrong/missing with the Sexlab Aroused scripts. or there could be something wrong with the CF cloaking script (the CFEffect scripts). or it could just be something wrong with your save files. there's just too many external factors involved. edit: another thing is i think CF's scripts may have been made in notepad++, i don't know if that would have any effects on the conversion process or not.
Pfiffy Posted March 1, 2018 Posted March 1, 2018 A lot of ppl are running out of ideas right now. We started with the latest release of CF. I tried it with 1.03, too. After getting stuck again I will do a restart from 0 and try to get back to the state where it was partially working. At least there is something happening to SE here on LL.
Pfiffy Posted March 1, 2018 Posted March 1, 2018 If I reregister mod in CF, shouldn't there be a message about the numbre of mods that has ben registered?
Pfiffy Posted March 1, 2018 Posted March 1, 2018 Where does CF store the registerd creatures? I made a dump from the database in SE after reregistering all mods and that contains no entries about aroused armors. Even if it found all data and registered them. The same dump made in oldrim contained the entries for the armors.
MadMansGun Posted March 1, 2018 Author Posted March 1, 2018 7 hours ago, Pfiffy said: If I reregister mod in CF, shouldn't there be a message about the number of mods that has been registered? i've never seen any pop up messages if that's what your asking, but if you hover the mouse over a creature setting it will say at the bottom of the MCM screen how many skins are available for it. 3 hours ago, Pfiffy said: Where does CF store the registerd creatures? I made a dump from the database in SE after reregistering all mods and that contains no entries about aroused armors. Even if it found all data and registered them. The same dump made in oldrim contained the entries for the armors. i don't know, somewhere in the .skse files that are inside the save folder i would assume. maybe it's a compatibility problem with the 64bit Script Extender then.
Pfiffy Posted March 1, 2018 Posted March 1, 2018 2 minutes ago, MadMansGun said: i've never seen any pop up messages if that's what your asking, but if you hover the mouse over a creature setting it will say at the bottom of the MCM screen how many skins are available for it. i don't know, somewhere in the .skse files that are inside the save folder i would assume. I found it and as far as I could identify, the aroused armors are stored there in SE, too. Ingame they get registerd. But then they get lost somehow. As if they get written to the wrong place, or CF tries to read them from the wrong place. Scripts do not change during the conversion, it seem to be something in JC...
MadMansGun Posted March 2, 2018 Author Posted March 2, 2018 OH FUCK YOU JKOJMAL!!! they have the NPCs setup as different races but using the same armors, why in the fuck would anyone do that?
Reesewow Posted March 2, 2018 Posted March 2, 2018 15 minutes ago, MadMansGun said: OH FUCK YOU JKOJMAL!!! they have the NPCs setup as different races but using the same armors, why in the fuck would anyone do that? Probably wasn't thinking about making things easy for people to put dicks on them later on.
MadMansGun Posted March 2, 2018 Author Posted March 2, 2018 1 hour ago, Reesewow said: Probably wasn't thinking about making things easy for people to put dicks on them later on. it was bad enough that he/she had a bunch of unused mesh files inside the bsa, then they throw that shit on top of it all. here are some accidentally dicked meshes that are not used for anything in Darkend: unused mesh files.7z 1
Reesewow Posted March 2, 2018 Posted March 2, 2018 8 minutes ago, MadMansGun said: it was bad enough that he/she had a bunch of unused mesh files inside the bsa, then they throw that shit on top of it all. here are some accidentally dicked meshes that are not used for anything in Darkend: unused mesh files.7z Yea I looked at the patch and thought... I don't remember seeing some of these in Darkend at all, and I just played through it for the first time a few weeks ago. Efforts appreciated as always tho, I'm sure future players will enjoy it. It was a bit jarring when I got jumped by the sewer worms that magically turned into chaurus when they got aroused.
MadMansGun Posted March 2, 2018 Author Posted March 2, 2018 15 hours ago, Pfiffy said: I found it and as far as I could identify, the aroused armors are stored there in SE, too. Ingame they get registerd. But then they get lost somehow. As if they get written to the wrong place, or CF tries to read them from the wrong place. Scripts do not change during the conversion, it seem to be something in JC... could this be part of the problem? https://www.loverslab.com/topic/41270-creature-framework/?do=findComment&comment=2164618
Pfiffy Posted March 2, 2018 Posted March 2, 2018 Well, I have 3 changed .pex files, one is from SL. Downgraded to JC4.0 and a wrong loading order. et voila: it works... Just don't ask why....
Pfiffy Posted March 2, 2018 Posted March 2, 2018 i have a little displacement here.... is this just SE related?
MadMansGun Posted March 2, 2018 Author Posted March 2, 2018 7 hours ago, Pfiffy said: Well, I have 3 changed .pex files, one is from SL. Downgraded to JC4.0 and a wrong loading order. et voila: it works... Just don't ask why.... i already know why: "BECAUSE I'M BATMAN IT'S SKYRIM" 3 hours ago, Pfiffy said: i have a little displacement here.... is this just SE related? it's not like that in 32bit, but that mesh is using NiSkinInstance and BSDismemberSkinInstance at the same time so that most likely messed up the conversion processes. that reminds me; i forgot to change his name and update the HC json files. edit: updated, and i edited his mesh to use NiSkinInstance only.
Pfiffy Posted March 2, 2018 Posted March 2, 2018 50 minutes ago, MadMansGun said: i already know why: "BECAUSE I'M BATMAN IT'S SKYRIM" it's not like that in 32bit, but that mesh is using NiSkinInstance and BSDismemberSkinInstance at the same time so that most likely messed up the conversion processes. that reminds me; i forgot to change his name and update the HC json files. edit: updated, and i edited his mesh to use NiSkinInstance only. Thanks... and with updating to MNC11h I wrecked again the running version for SE... It is definitly not stable according updates.
MadMansGun Posted March 2, 2018 Author Posted March 2, 2018 11 minutes ago, Pfiffy said: Thanks... and with updating to MNC11h I wrecked again the running version for SE... It is definitly not stable according updates. are you sure it's not just a mod manager fucking with you?
Pfiffy Posted March 2, 2018 Posted March 2, 2018 I had the first and only right working version of CF for SE. It's not fucking me, this is much worse... But at least I now have a direction to rebuild it...
zzlaq1 Posted March 2, 2018 Posted March 2, 2018 On 2018年2月21日 at 6:34 AM, Ky Kiske said: Don't know how it happened but the animation and behavior folders from meshes/actor/giant were not there, so going to need to reinstall my slal packages for my issue, beats the living fuck outta me how that happened after installing newer fnis and xpmse or prolly careless when updating mnc to slal but folders weren't recycle bin but whatever found my issue. I used to meet the situation you descripted, and at that time, I reinstall nearly all related mod, it did not work. When one day, I test some animations, I turn off some animation in the slal mod management, the problem suddenly disappear, hope you can try, my slal animation loaded nearly 800, so when I test some new animation, I will turn off some animation in the slal part of mod configaration menu.
MRSS Posted March 3, 2018 Posted March 3, 2018 Hi there, I installed the newest version and everything is working so far. The only thing i noticed is, that while gender horses is running without problems, i can't seem to find a single female dog in the whole of Skyrim. I installed the gender dogs patch and set the load order as described in the first post. Any Ideas what I can try?
MadMansGun Posted March 3, 2018 Author Posted March 3, 2018 1 hour ago, MRSS said: Hi there, I installed the newest version and everything is working so far. The only thing i noticed is, that while gender horses is running without problems, i can't seem to find a single female dog in the whole of Skyrim. I installed the gender dogs patch and set the load order as described in the first post. Any Ideas what I can try? try this one, at the vary least the stray dogs should be female: GenderDogs.esp
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