TheFunnyMan96 Posted March 6, 2018 Posted March 6, 2018 14 hours ago, Ildon said: I can't load the game up at the moment but if you move along the river between the indicated landmarks, you will eventually get a message when you are near the correct spot. Once you get that message, turn away from the river and head a fair bit inland; it's not actually /on/ the river but rather somewhat nearby. thanks for trying to help but i still cant find it, sorry
Rittger Posted March 6, 2018 Posted March 6, 2018 4 hours ago, TheFunnyMan96 said: thanks for trying to help but i still cant find it, sorry Â
skyrimfet Posted March 6, 2018 Author Posted March 6, 2018 7 hours ago, pache said: Late but better than never. You are missing SLIF_SexLab_Script.psc which can be found in one of the "All-in-One Installer" zips from https://www.dropbox.com/sh/odtnvcg8d409wyv/AADAzUm3ta--UNSTXAgE6a99a  Now does anybody knows how can i fix this? C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\fnis.psc(138,16): variable FNISCreatureVersion is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\fnis.psc(138,36): none is not a known user-defined type ... C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\fnis.psc(343,16): variable FNISCreatureVersion is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\fnis.psc(343,36): none is not a known user-defined type Not sure - SLIF is very install - you need two files SLIF and patches (as options) You can load it via loader or copy to data - i thinkt that one of path that you used is not compatybile with one of your mod  you know: you overwrite newer file with older, pathed file. it was common problem with DDevices.
skyrimfet Posted March 6, 2018 Author Posted March 6, 2018 BTW - in 2-3 days im going to update BAC I finished hunter questline story i must only bind all together and test, remove some debug shit and be sure that all works fine of course i can said more but i dont want to spoil a lot 2
Ildon Posted March 6, 2018 Posted March 6, 2018 1 hour ago, skyrimfet said: BTW - in 2-3 days im going to update BAC I finished hunter questline story i must only bind all together and test, remove some debug shit and be sure that all works fine of course i can said more but i dont want to spoil a lot I still haven't seen the hunters in the previous version. How do you get them to show up for that questline to begin?
botticelli Posted March 6, 2018 Posted March 6, 2018 8 hours ago, Ildon said: I still haven't seen the hunters in the previous version. How do you get them to show up for that questline to begin? They showed up on their own in my case in Fort Fostmouth pretty short after finishing quest "Who am I" and automatically starting quest "Unbound Cow".
pache Posted March 6, 2018 Posted March 6, 2018 10 hours ago, skyrimfet said: Not sure - SLIF is very install - you need two files SLIF and patches (as options) You can load it via loader or copy to data - i thinkt that one of path that you used is not compatybile with one of your mod  you know: you overwrite newer file with older, pathed file. it was common problem with DDevices. Found it, FNIS Creature Pack 6_1
kizwancudikid Posted March 7, 2018 Posted March 7, 2018 Has any one had problem with the fur slave tats not showing up. Â Â Â
Matterom Posted March 7, 2018 Posted March 7, 2018 48 minutes ago, kizwancudikid said: Has any one had problem with the fur slave tats not showing up. Â Â Â Depends, Face tats haven't shown up for me, but i fixed that by changing some netimerse settings, but you might experience crashes when in combat.
GuruSR Posted March 8, 2018 Posted March 8, 2018 I'm getting that with the feet to hooves and I'm not seeing any tats either. Â UNPB body (from the HDT All-In-One), so no idea, it's a high heel, just textures, not my thing. Â GuruSR.
SleepyJim Posted March 8, 2018 Posted March 8, 2018 Assuming it's working as intended in my game, the fur tats won't show up straight away. The overall transformation has to advance enough stages before they start to apply, because early-stage cows haven't grown fur yet. With the feet, I also get the start of their shape transformation before any fur is applied. And as Matterom said, face slots are blocked by default with RaceMenu because decapitations will crash your game if the head that comes off has any overlays. How many overlay slots are available for face, body, hands, and feet can all be adjusted by editing this file:  Data/SKSE/Plugins/NiOverride.ini  The only texture-related problem I'm still having is that the textures are cbbe, and they don't work very well in a few areas on unp-based bodies. Are there any plans to add unp-compatible versions of them? Or does anyone know a tutorial somewhere so I could have a go at converting them myself?
Ildon Posted March 8, 2018 Posted March 8, 2018 Which settings in that .ini should be adjusted if face tattoos aren't showing up? "bEnableFaceOverlays" is already set to 1 in my own ini, yet I am not seeing facial tattoos at any stage. I will include the overlays section of nioverride.ini below; hopefully something will stand out as being set wrong so that I can get this working. Â Spoiler [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=1 ; Default[1] ; Determines whether face overlays are enabled ; disabling this disables the hook ; Note: face overlays are known to crash when decapitated bEnableFaceOverlays=1 ; Default[0] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=0 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=6 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Data] ; Assigns these alpha properties to all overlays when they are applied ; 4844, 128 is recommended for solid overlays (they will render correctly underwater) ; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags iAlphaFlags=4845 ; Default[4845] iAlphaThreshold=0 ; Default[0] sDefaultTexture=textures\actors\character\overlays\default.dds Â
botticelli Posted March 8, 2018 Posted March 8, 2018 I recommend raising the iNumOverlays counters a lot Spoiler [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=30 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=0 ; Default[0] Â Â
SleepyJim Posted March 8, 2018 Posted March 8, 2018 My own overlay settings which work for all the cow tats as well as leaving room for some freckles, tears, gag drool, the odd tattoo, and a few whip marks:  Spoiler  bEnableFaceOverlays=1 ; Default[0] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1]  [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=12 ; Default[6] iSpellOverlays=0 ; Default[0] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=6 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=6 ; Default[3] iSpellOverlays=0 ; Default[0] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=6 ; Default[3] iSpellOverlays=0 ; Default[0]   I wouldn't personally recommend going much higher with the numbers though. This is from the RaceMenu FAQ on nexus:  Quote Q. How do I get more Face/Body/Hand/Feet Paint?A. Open Data/SKSE/Plugins/NiOverride.ini in a text editor, you will see a section for the amount of paints you can have per type, you can change this up to 128, but it is highly recommended you only set what you intend to use as too many can result in significant performance losses. Â
Ildon Posted March 8, 2018 Posted March 8, 2018 Thank you both! I'm going to raise the numbers and give it a try in the next hour or two. Here's hoping that this will fix at least that issue for me!
kiritokazuto Posted March 9, 2018 Posted March 9, 2018 14 hours ago, Ildon said: Quels paramètres dans ce .ini devraient être ajustés si les tatouages de visage n'apparaissent pas? "bEnableFaceOverlays" est déjà défini sur 1 dans mon propre ini, mais je ne vois pas de tatouages faciaux à aucun moment. Je vais inclure la section superpositions de nioverride.ini ci-dessous; J'espère que quelque chose se distinguera comme étant mal réglé afin que je puisse obtenir ce travail.   Masquer le contenu [Superpositions] ; S'applique uniquement au joueur, ou à tous les acteurs humanoïdes NON RECOMMANDÉ en changeant ceci, vous pouvez ajouter des superpositions à certains acteurs via le script bPlayerOnly = 1; Par défaut [1] ; Détermine si les superpositions de faces sont activées . désactiver ceci désactive le crochet ; Remarque: les superpositions de faces sont connues pour se bloquer lorsqu'elles sont décapitées bEnableFaceOverlays = 1; Par défaut [0] ; Détermine s'il faut appliquer immédiatement les modifications de shader ; lorsque les superpositions sont installées sur un ArmorAddon bImmediateArmor = 1; Par défaut [1] ; Détermine s'il faut immédiatement attacher et appliquer des modifications de shader ; lorsque les superpositions sont installées sur la face bImmediateFace = 0; Par défaut [0] [Superpositions / Corps]; "Body [Ovl #]" et "Body [SOvl #]" ; Détermine combien de superpositions de corps il doit y avoir iNumOverlays = 6; Par défaut [6] iSpellOverlays = 0; Par défaut [0] [Superpositions / Mains]; "Mains [Ovl #]" et "Mains [SOvl #]" ; Détermine combien de superpositions de main il devrait y avoir iNumOverlays = 3; Par défaut [3] iSpellOverlays = 0; Par défaut [0] [Superpositions / Pieds]; "Feet [Ovl #]" et "Feet [SOvl #]" ; Détermine le nombre de pieds qui doivent être superposés. INumOverlays = 3; Par défaut [3] iSpellOverlays = 0; Par défaut [0] [Superpositions / Visage]; "Face [Ovl #]" et "Face [SOvl #]" ; Détermine le nombre de superpositions de faces qu'il devrait y avoir iNumOverlays = 3; Par défaut [3] iSpellOverlays = 0; Par défaut [0] [Superpositions / Données] ; Attribue ces propriétés alpha à tous les superpositions lorsqu'elles sont appliquées . 4844, 128 est recommandé pour les superpositions solides (ils seront correctement rendus sous l'eau) ; La modification de la valeur alpha de la superposition agit comme 4845, quels que soient les drapeaux assignés. IAlphaFlags = 4845; Par défaut [4845] iAlphaThreshold = 0; Par défaut [0] sDefaultTexture = textures \ actors \ character \ overlays \ default.dds  tats on face in transform stage 18
GuruSR Posted March 9, 2018 Posted March 9, 2018 Just a Q, I'm seeing bizarre Lactacid use when feeding in MME, has anyone noticed this with this mod active? Â The author for MME seems to think it's the game's fault, but if I turn feeding off, the Lactacid on the hourly update doesn't instantly go to 0.00. Â Also, apparently farmers are wanted for Unowned, but, all the farms I went to outside of Whiterun don't seem to care, I guess I have to look for specific ones or just the guy outside of town with the blacksmith outfit on? Â OH, finding "Mandy's home", you can't do it on horseback, it won't find it, you have to dismount! Â GuruSR.
skyrimfet Posted March 9, 2018 Author Posted March 9, 2018 3 hours ago, Friend_a said: When we see a 1.6? ))) Tomorrow i think, i finished work but i need to be sure that i will not broke your game   2
Reesewow Posted March 9, 2018 Posted March 9, 2018 1 hour ago, skyrimfet said: Tomorrow i think, i finished work but i need to be sure that i will not broke your game Looking forward to it! Â
botticelli Posted March 10, 2018 Posted March 10, 2018 13 hours ago, skyrimfet said: Tomorrow i think, i finished work but i need to be sure that i will not broke your game You might want to set the hunter with the dialogue to protected. I had just agreed to accompany him when he was ripped apart by a stray troll. I found myself on the cart within the milking machine but nobody appeared to give me the ring, bell, etc. since the one to do it had alleady died. (I resurrected him via console, then the sequence proceeded as normal)
skyrimfet Posted March 10, 2018 Author Posted March 10, 2018 17 minutes ago, botticelli said: You might want to set the hunter with the dialogue to protected. I had just agreed to accompany him when he was ripped apart by a stray troll. I found myself on the cart within the milking machine but nobody appeared to give me the ring, bell, etc. since the one to do it had alleady died. (I resurrected him via console, then the sequence proceeded as normal) thx for feedback i will try to find issue in code and fix it !
botticelli Posted March 10, 2018 Posted March 10, 2018 1 hour ago, skyrimfet said: thx for feedback i will try to find issue in code and fix it ! Simply setting him to protected should do the trick. Then only the player can kill him.
Ildon Posted March 10, 2018 Posted March 10, 2018 Anyone know the quest ID and proper setstage for skipping ahead to the part just after locating the house on the river? Having to go to the temple and then the house every time I start a new character becomes a bit cumbersome.
botticelli Posted March 11, 2018 Posted March 11, 2018 7 hours ago, Ildon said: Anyone know the quest ID and proper setstage for skipping ahead to the part just after locating the house on the river? Having to go to the temple and then the house every time I start a new character becomes a bit cumbersome. The quest Id I don't know, but try coc heartwoodmillexterior, walk to the house, then coc whiteruntempleofkynareth back to the temple. 1
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