pburnt Posted January 9, 2019 Posted January 9, 2019 55 minutes ago, tasairis said: PSA: SKYRIM DID NOT JUST UPDATE The update that Steam wants to push now is regarding the VC runtime, which is a very common library used by very many programs and games. SkyrimSE.exe has not changed, SKSE will keep working if you update, everything is okay. Thank you. Almost panicked.
Tron91 Posted January 9, 2019 Posted January 9, 2019 22 minutes ago, pburnt said: Thank you. Almost panicked. Updating again the dlls is quiet a tough job. I feel you.
Kristus Kringle Posted January 9, 2019 Posted January 9, 2019 Hi, couple days ago geostorm69 mentioned that Bannered Mare Immersive Sexual Playground works as-is without conversion. Has anyone else tried it? I have missing feet textures, misalignment on furniture, and dark heads. edit, feet/heads was a load order problem, fixed. Put earlier/higher in load order
Kargano01 Posted January 9, 2019 Posted January 9, 2019 3 hours ago, General Neondaze said: Are you using a mod manager that allows for profiles? If so set up a new game with just the requirements to run SkyUI and DE. That should then confirm that the MCM works, and another mod was conflicting. At the moment I am running 400+ plugins (including 30 SL plugins), with approx 70 MCMs. Are you able to post your load order for a look over? Yes i use a mod Manager. I will try it this way... Also yes i included my loadorder Quote 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Special Edition Patch.esp 6 6 SexLab.esm 7 7 SexLabAroused.esm 8 8 ApachiiHair.esm 9 9 ApachiiHairFemales.esm 10 a ApachiiHairMales.esm 11 b Devious Devices - Assets.esm 12 c Devious Devices - Integration.esm 13 d Devious Devices - Expansion.esm 14 e ZaZAnimationPack.esm 15 f Heels Sound.esm 16 10 ClimatesOfTamriel.esm 17 11 FISS.esp 254 FE 0 CBBE.esl 254 FE 1 AHZmoreHUDInventory.esl 18 12 SexLabDefeat.esp 19 13 SkyUI_SE.esp 20 14 RaceMenu.esp 21 15 RaceMenuPlugin.esp 22 16 XPMSE.esp 23 17 SOSRaceMenu.esp 24 18 Schlongs of SkyrimSE - Light.esp 25 19 AMatterOfTime.esp 26 1a FNIS.esp 27 1b UIExtensions.esp 28 1c AddItemMenuSE.esp 29 1d SlaveTats.esp 30 1e Devious Devices - Equip.esp 31 1f DeviouslyHelpless.esp 32 20 UnreadBooksGlow.esp 33 21 IcePenguinWorldMap.esp 34 22 RaceMenuHH.esp 35 23 female mannequins.esp 36 24 LazyHeels.esp 37 25 KitamiFollower.esp 38 26 RaceMenuMorphsCBBE.esp 39 27 iLuvLoading.esp 40 28 SkyHUD.esp 41 29 AHZmoreHUD.esp 42 2a NewmillerPiercings2.esp 43 2b NewmillerPiercings3.esp 44 2c LPSleep.esp 45 2d Shimmer Heels.esp 46 2e Remodeled Armor - Vanilla Replacer.esp 47 2f SexLab Submit.esp 48 30 DD_Helpers.esp 49 31 SkyCompleteLegendary.esp 50 32 mslDeviousCaptures.esp 51 33 BanneredMareImmersiveSexualPlayground.esp 52 34 Deviously Cursed Loot.esp 53 35 SimpleSlavery.esp 54 36 Mystia.esp 55 37 submissivelola.esp 56 38 EtR_HearthfireDungeonAddon.esp 57 39 East Reach House.esp 58 3a SexLab_Dialogues.esp 59 3b Signs_of_Skyrim.esp 60 3c kinkyKitty.esp 61 3d FNISspells.esp 62 3e Luxurious Seduction.esp 63 3f DM&SG.esp 64 40 Deviously Enslaved.esp 65 41 Lily Follower.esp 66 42 TheEyesOfBeauty.esp 67 43 Alternate Start - Live Another Life.esp 68 44 Deviously Cursed Loot LAL AddOn.esp 69 45 Bashed Patch, 0.esp
Pfiffy Posted January 9, 2019 Posted January 9, 2019 4 hours ago, jimmywon34 said: how do I change the form version? the form id says null reference and the form version says 43, so i'm assuming it's the form version I need to change. is there a link with a walkthrough on how to do it? I tried to follow the 'Mods-have-to-be-resaved-in-the-CK-thing' to the source and ended up with somene saying that it is 'a good practice'. And in fact it is nothing more and nothing less. To change the header you just have to open the esp in the CK, edit a value, undo your change and save it again. Easy thing. Most ppl forget to open the ESP in TesEdit and check it for errors BEFORE and AFTER resaving it. If you have no errors or the same errors (some of the errors are not really errors) you are good to go with the new header, If the errors change you better stick to the old one or correct them in the CK.
purpledude1 Posted January 9, 2019 Posted January 9, 2019 Has anyone tried converting Sexlab Survival?
Deamoa Posted January 9, 2019 Posted January 9, 2019 8 hours ago, tasairis said: PSA: SKYRIM DID NOT JUST UPDATE The update that Steam wants to push now is regarding the VC runtime, which is a very common library used by very many programs and games. SkyrimSE.exe has not changed, SKSE will keep working if you update, everything is okay. Thank goodness. I was already mentally preparing to another mess.
General Neondaze Posted January 9, 2019 Posted January 9, 2019 8 hours ago, Kargano01 said: Also yes i included my loadorder The load order isn't excessive so that shouldn't be the issue. However, I would highly recommend looking at the guide that can be found here: - The suggestions included in the guide should hold true for any load order that includes LL mods, regardless of whether you \re using More Nasty Creatures. If you are using loot you can ensure that LL mods stay at the bottom by creating a group and placing it at the end of the existing group set up.
orgs1n Posted January 9, 2019 Posted January 9, 2019 I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this? Spoiler Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). ... Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'. Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'. Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'. ... Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'. Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'.
Bundybear33 Posted January 9, 2019 Posted January 9, 2019 1 hour ago, orgs1n said: I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this? Reveal hidden contents Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). ... Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'. Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'. Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'. ... Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'. Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'. Don't touch esp resaving in ck sometimes can cause problems so try it straight from oldrim and see if it works. There's a post just above from pfiffy try reading back a bit
General Neondaze Posted January 9, 2019 Posted January 9, 2019 1 hour ago, orgs1n said: I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this? Have you tried running the mod as is, i.e. without converting to form 44! It is not always necessary to convert to form 44, (All the Skyrim mods I use are still form 43).
4nk8r Posted January 9, 2019 Posted January 9, 2019 4 minutes ago, Bundybear33 said: Don't touch esp resaving in ck sometimes can cause problems so try it straight from oldrim and see if it works. Yeah, I've yet to see a functional reason to change the form number of any LE ESP/ESM to make it work in SE. Even if you have to change the name of a Master listed inside an ESP/ESM, you can use WryeBash to do that without having to mess with the CK.
orgs1n Posted January 9, 2019 Posted January 9, 2019 18 minutes ago, 4nk8r said: Yeah, I've yet to see a functional reason to change the form number of any LE ESP/ESM to make it work in SE. Even if you have to change the name of a Master listed inside an ESP/ESM, you can use WryeBash to do that without having to mess with the CK. Well I tend to veer on the side of caution. If top tier modders like Arthmoor and Mator say you should port to form 44 (link), then I'll go with that, or I'll just skip the mod until it's ported by someone who knows what they're doing. I don't want SE to become the crashfest that Oldrim was.
Pfiffy Posted January 9, 2019 Posted January 9, 2019 2 hours ago, orgs1n said: I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this? Reveal hidden contents Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). ... Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'. Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'. Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'. ... Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'. Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'. ESMsiyfy the masters with wyre bash as long as you work on editng the esp in the CK, make a copy of the original ESP so you can load both files into TESEDIT for comparing, Note: if saving in the ck removes the masters, readd thm with TESEDIT. You have to load all needed files there...
Pinute Posted January 9, 2019 Posted January 9, 2019 5 hours ago, orgs1n said: I tried to port The Amazing World of Bikini Armor - Armor Break, but loading it up in the CK throws a bunch of errors, and saving the mod breaks it: TheAmazingWorldOfBikiniArmor.esp is no longer a dependency, and the breakable bikini pieces no longer have the scripts (SBA_Equip, SBA_Top, SBA_Bottom) assigned to them. Does anyone know how to resolve this? Reveal hidden contents Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). ... Unable to find form (00000000) on list form TheAmazingWorldOfBikiniArmorForms (03036A4F). Armor 'DLC01ReaperBracers' (0201A755) used invalid Biped Object slot 33 for race 'SkeletonRace'. Armor '00SPB_thong_1' (030012DB) used invalid Biped Object slot 52 for race 'DefaultRace'. Armor '00SPB_thong_2' (030012DD) used invalid Biped Object slot 52 for race 'DefaultRace'. ... Armor '00EBA_tasset_1b' (03014EF4) used invalid Biped Object slot 49 for race 'DefaultRace'. Armor '00HBA_belt' (03016522) used invalid Biped Object slot 56 for race 'DefaultRace'. Try installing https://www.nexusmods.com/skyrimspecialedition/mods/20061 . With it you can load esp masters in the CK without losing them as masters. It also does a lot of other very nice things.
Pfiffy Posted January 9, 2019 Posted January 9, 2019 3 hours ago, orgs1n said: Well I tend to veer on the side of caution. If top tier modders like Arthmoor and Mator say you should port to form 44 (link), then I'll go with that, or I'll just skip the mod until it's ported by someone who knows what they're doing. I don't want SE to become the crashfest that Oldrim was. Artmor made LAL for SE .. and I broke by resaving it...accidentially... (sidenote) Arthmor said: Whether people want to believe it or not, yes, there will be problems from using incorrectly "ported" esp files that don't have the proper version 44 header. Up to and including random CTDs. This is something I've experienced personally when I tried to shortcut some of my own work in the early days. Don't shortcut. Do the ports correctly. That doesn't just include the ESP either. The BSA and any loose assets need to be accounted for too. The main Problem with this statement is that it puts wrong priorities into the whole thing: I should be: Do ports correctly, don't short cut, BSA's and loose files need to be accounted and this usually ends in making edits with the new CK which will lead to an ESP file with the 44 Header. But as he put it, it makes ppl think that simply resaving is the important part of the job and that is NOT the case. From the same article: SSE supports all form versions from 15 to the latest 44 the differences between 43 and 44 are minor if editing certain records, and nonexistent if not (Edit: see mator's post here for more details on record changes) resaving in CK64 can actually break mods. This one I have experienced personally - edited v43 plugin works perfectly, whereas SSE won't even load after saving it in CK64. Edit: Basically, no matter what version a plugin shows, you should be checking it in xEdit before using it. There are still tons of "ported" mods that have errors and/or reversions of SSE changes with both versions. As long as changes are properly carried over and any errors fixed, the version alone should not give you any issues, but by all means resave it in CK64 as well if it makes you more comfortable with using the plugin. In other words: A good error free mod will work no matter what header it has, a bad mod will cause issues no matter what header it has. But simply resaving it will for sure make things worse.... 3
orgs1n Posted January 9, 2019 Posted January 9, 2019 1 hour ago, Garolding said: Try installing https://www.nexusmods.com/skyrimspecialedition/mods/20061 . With it you can load esp masters in the CK without losing them as masters. It also does a lot of other very nice things. That did the trick! Thank you very much @Garolding!
orgs1n Posted January 9, 2019 Posted January 9, 2019 26 minutes ago, Pfiffy said: In other words: A good error free mod will work no matter what header it has Mator plainly states in his reply that some records have changed. Among them is the very common VMAD, which happened to be what broke on this occasion, though xEdit found no errors either before or after the port. Even worse, other records may also have changed, without it being known. I'd rather not risk using mods that don't survive Bethesda's own tool, though ironically, it's now working by the grace of a modder's edits to the CK. Just for the record, I don't skip steps but diligently follow the porting procedure described here. This was the first occasion on which that approach failed so plainly. 1
tasairis Posted January 10, 2019 Author Posted January 10, 2019 ✅ Ammo Unequip on Sexlab Animations ☑️ Bad Dog's Birds ☑️ Bannered Mare Immersive Sexual Playground ? Devious Device Helpers ✅ Dripping when aroused SE ? Sexlab Survival ☑️ Skyrim Cum on Clothes & Layered Bukkake 2
kilmol8 Posted January 10, 2019 Posted January 10, 2019 On 1/8/2019 at 6:13 PM, h38fh2mf said: Released V3 but also added custom profile support. Create a new file in the same directory as the config file called "IFPVProfile.SL.config.txt" in there write: Condition_Enabled = 1 Condition_Keyword = "SLKeywordIdontKnowWhatThisIs" Priority = 2400 After that write any settings from the main config file you want. But only write settings you want to actually change or "dirty edit". Sorry, I didn't have much time for a lot of testing, but it seems V3 works great. The problem is that the custom profile doesn't work, the game crashes when it detects "IFPVProfile.SL.config.txt". Here's a link to the .Net Script Framework crash log, if it helps you track down the issue (Unless I'm just doing something wrong and it's on my end.) I did a few tests without that active, just with the settings present in the default config file and the passenger/custom profile active, I think the "Restrict side angle when looking down" setting should probably be set to 0 by default in the passenger profile since in acts strangely in quite a few animations, for example, it restricts the view when looking to one side, say the left, but it's fine when looking to the right. I think that's because "down" is relative to the ground (if I'm not mistaken), not the character's body, so if the character is in a weird position (upside-down, horizontal, etc.) it behaves strangely.
Teraunce Posted January 11, 2019 Posted January 11, 2019 ☑️ Bad Dog's Cellan Race pretend the above is purple. Edit: Actually don't. This post reserved fro me tomorrow when I wake up and post the updated working conversion. At the moment I really need t...zzzzzzzzz...
h38fh2mf Posted January 11, 2019 Posted January 11, 2019 16 hours ago, kilmol8 said: Sorry, I didn't have much time for a lot of testing, but it seems V3 works great. The problem is that the custom profile doesn't work, the game crashes when it detects "IFPVProfile.SL.config.txt". Here's a link to the .Net Script Framework crash log, if it helps you track down the issue (Unless I'm just doing something wrong and it's on my end.) I did a few tests without that active, just with the settings present in the default config file and the passenger/custom profile active, I think the "Restrict side angle when looking down" setting should probably be set to 0 by default in the passenger profile since in acts strangely in quite a few animations, for example, it restricts the view when looking to one side, say the left, but it's fine when looking to the right. I think that's because "down" is relative to the ground (if I'm not mistaken), not the character's body, so if the character is in a weird position (upside-down, horizontal, etc.) it behaves strangely. That was my fault, thanks for letting me know. I should be able to fix that crash, I will release a new version today anyway most likely. The restrict angle (360 disables it not 0) I think it happens when the animation turns the character model but not the actual orientation of character. These are really bad to detect for me because there's no indication of this happening in the actual game, you may be right though not sure how else to fix than to disable restrict even if it lets you look at yourself. Edit: the update is posted and that crash should be fixed but I still didn't test it.
jimmywon34 Posted January 11, 2019 Posted January 11, 2019 anyone ever tried converting this for their personal use? https://www.nexusmods.com/skyrim/mods/83178 author doesn't want to port it. it requires USLEEP so it would have to be made to work with the new USSEP somehow correct?
Yinkle Posted January 11, 2019 Posted January 11, 2019 2 hours ago, jimmywon34 said: anyone ever tried converting this for their personal use? https://www.nexusmods.com/skyrim/mods/83178 author doesn't want to port it. it requires USLEEP so it would have to be made to work with the new USSEP somehow correct? looks like it's just textures and facegen nifs so with careful use of nif optimizer it "should" be fairly straight forward
jimmywon34 Posted January 11, 2019 Posted January 11, 2019 46 minutes ago, Yinkle said: looks like it's just textures and facegen nifs so with careful use of nif optimizer it "should" be fairly straight forward yea but it is dependent on USLEEP, so I would probably need a guide how to make USLEEP dependent mods changed to use USEEP and carry forward the proper changes for unofficial SE patch. assuming it's possible and that the changes made in USEEP are similar or the same from the ones made from USLEEP.
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