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SE Compatibility Tracking (Jul 30)


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Posted
9 minutes ago, jimmywon34 said:

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.

I would just try it, in all likelyhood the changes used in usleep were carried fwd to useep. Make a backup save and then install your conversion.  Worst case scenario you have to remove it and revert your save.

Posted

Just wanted to mention that Sexlab Util1 is not on the list. It should probably be under the Sex Effects # category as it allows definable custom effects at various sex stages/orgasms (including SLSO) based on certain circumstances. (EG gender, consent, sex type.) (Link:  https://www.loverslab.com/topic/18950-sexlabutil1-2015-03-28/). Status: Broken as it does not recognize the ini files containing effects in SSE. Author (Fotogen) states they are in the process of reworking it for SSE.

Posted
1 hour ago, jimmywon34 said:

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.

You can swap masters with Wrye Bash. You just need to enable the editing function in the masters window.

Posted

Has anyone else tried to convert this mod?

 

Slave Trainer

 

I tried opening it in the CK and reserving as a Form 44, but the same still CTD's at startup.  So obviously there is more then just that remaining to be fixed...

Posted
3 hours ago, rhoiry said:

Has anyone else tried to convert this mod?

 

Slave Trainer

 

I tried opening it in the CK and reserving as a Form 44, but the same still CTD's at startup.  So obviously there is more then just that remaining to be fixed...

Did you extract the BSA and run nifoptimiser and fix animations, if any, before opening in CK? And try running it before opening in CK (after the other stuff)

Posted
1 hour ago, McLude said:

Did you extract the BSA and run nifoptimiser and fix animations, if any, before opening in CK? And try running it before opening in CK (after the other stuff)

I had tried it long ago, works out of the box with BSA unpacking, but the pillory is positioned wrongly near a wall.

Posted
On 1/13/2019 at 2:22 AM, Tron91 said:

I had tried it long ago, works out of the box with BSA unpacking, but the pillory is positioned wrongly near a wall.

So I extracted the BSA file and replaced the ESP file with the updated one from the CK.  Re-ran LOOT and FNES.

 

The game loads and runs mostly.  

 

1.   I had one CTD when using the carriage to go from Markarth to Whiterun.

2.  The slave trader Charna and the slaves are standing in the bushes beside a house and I don't see a pillory at all.

3.  Vampire feeding is broken.

 

 My character is a vampire, set early using Better Vampires, and with SlaveTrader loaded, feeding is broken.

 

I get the menu option to feed on a fresh kill, but the animation/action never triggers.

 

Capturing slaves and training them seems to work fine though.  Though I wish there was a bit more in game documentation about the entire process.

 

I'll keep trying and see if I can find anything else...

 

 

[UPDATE:  I reloaded Better Vampires and regenerated the FNIS and all is well again.  SlaveTrainer seemed to overwrite it so reloading refreshed it.]

 

 

[Update2 :  the pillory works as long as you don't try and involve the crowd, and when not in use it is indeed against a wall.  But when you put a slave into it, they appear int he town square wearing it.   As soon as you trigger a spectator to participate it acts the same as combat and enchanting training explained below.

 

          Combat training appears to be broken.  The first session works, and after that the slave disappears and returns randomly and there is no way to

                     stop the session.

 

          Enchanting training is the same as combat training.  After the first 15-20 seconds or so, the slave disappears and randomly reaeppears and there is

          no way to stop it.

 

           Trying to find some debug output or script output to see what is going on during these two training types.

 

          Sex training appears to work fine as long as you don't choose oral.  The animation for oral starts, the actors disrobe, then it ends right away

                 and they re-clothe.  Almost like it can't find the right animation file and aborts.   the first time you do any training.  After that, no type of training works.]

 

[Update 3: Stuck now, though I have seen whats causing the errors, just don't know how to fix them.  After the first time you do anything, the mod is corrupting the animation registry.  For instance, my SexLab currently says 93 normal animations loaded.  After the training session, it now says 110 and nothing else works.  If I stop and have SexLab rebuild its registry, then once again SlaveTraining works.  Until it finishes the next action.  Then once again the registry has to be rebuilt.  So until I can figure out what all the mod is doing, this one is on hold.   Only other thing I can think to try is add more animations to get to the 110 the mod seems to want and see if that fixes it. ]

Posted

I wanted to ask how hard is the conversion process as a whole? I was thinking of making the leap over to SE. Sexlab Se looks stable and Soul gem oven SE looks close to finished and those were the main mods I was waiting on. But I'm not sure if its worth the effort to convert everything to SE or not.  I've also heard you have to convert armor mods to a new HDT? I have a few HDT armors and most other armors have jiggle physics thru bodyslide.  My preset LO is stable but people on reddit keep saying that it will still be better on SE.  So any advice would be welcomed. Thank you.

Posted
1 minute ago, Rayvan27 said:

I wanted to ask how hard is the conversion process as a whole? I was thinking of making the leap over to SE. Sexlab Se looks stable and Soul gem oven SE looks close to finished and those were the main mods I was waiting on. But I'm not sure if its worth the effort to convert everything to SE or not.  I've also heard you have to convert armor mods to a new HDT? I have a few HDT armors and most other armors have jiggle physics thru bodyslide.  My preset LO is stable but people on reddit keep saying that it will still be better on SE.  So any advice would be welcomed. Thank you.

Hey, I have both LE and SE. Yeah, the SE modding is picking up and still its not at par with LE, but for the stability agenda I would say take the leap. If you have enough space in your HD/SSD you can keep both editions.

Posted
40 minutes ago, Rayvan27 said:

I wanted to ask how hard is the conversion process as a whole? I was thinking of making the leap over to SE. Sexlab Se looks stable and Soul gem oven SE looks close to finished and those were the main mods I was waiting on. But I'm not sure if its worth the effort to convert everything to SE or not.  I've also heard you have to convert armor mods to a new HDT? I have a few HDT armors and most other armors have jiggle physics thru bodyslide.  My preset LO is stable but people on reddit keep saying that it will still be better on SE.  So any advice would be welcomed. Thank you.

For the most parts porting is running tools. Simple physics are also working, HDT is something different. You need new xml's 

Posted
On 1/11/2019 at 2:45 PM, Armalgon said:

You can swap masters with Wrye Bash. You just need to enable the editing function in the masters window.

is there a guide you can point me to on swapping masters that explains it more and how to do it?

I've never done such a thing.

Posted
1 hour ago, Rayvan27 said:

I wanted to ask how hard is the conversion process as a whole? I was thinking of making the leap over to SE. Sexlab Se looks stable and Soul gem oven SE looks close to finished and those were the main mods I was waiting on. But I'm not sure if its worth the effort to convert everything to SE or not.  I've also heard you have to convert armor mods to a new HDT? I have a few HDT armors and most other armors have jiggle physics thru bodyslide.  My preset LO is stable but people on reddit keep saying that it will still be better on SE.  So any advice would be welcomed. Thank you.

HDT armors need to be rebuilt using HDT-SMP (a bodyslide tweak I guess?)

Everything else is rather straightforward unless it has hard incompatibilities. I've never got Disparity+Imperious working on SSE due to script incompatibilities, but I've both succeeded at porting Imperious and disparity.

 

Models need to be run through the NIF optimizers and textures should just work out of the box unless they use ENB parallax, in which case it needs to be removed. There is unfortunately no parallax in Skyrim Special Edition of my knowledge.

 

Scripts sometimes need to be recompiled and it can be a bitch to set up. Strongly suggest extracting all the original script sources and the SkyUI script sources into your main skryim folder as many mods source code won't compile with Mod Organizer, or I've not been able to set it up properly. 

 

Anything using a DLL plugin won't work. It needs to be both modified and recompiled and that's advanced modding work. If you don't have the C++ source code you can absolutely forget it.

 

Mods that add NPCs might need to regenerate facegen. Luckily that's also straightforward, go into the CK, select all the mods' NPCs and CTRL-F4 to regen facegen. In some cases it's more tedious than others because of improper NPC name formatting (you should always prefix your mods NPCs with the modname in the editor ID!).

 

The ESL format is also a godsend for when you're close to hitting the plugin limit.

 

That's about it really. There's a lot of bad SSE ports so I'd convert most things myself.

Posted
12 minutes ago, p80nchicken said:

Scripts sometimes need to be recompiled and it can be a bitch to set up. Strongly suggest extracting all the original script sources and the SkyUI script sources into your main skryim folder as many mods source code won't compile with Mod Organizer, or I've not been able to set it up properly. 

Just wanted to react on this, as placing files into the Skyrim folder goes against MO philosophy, IMHO. I found it better to just set things up in pseudo-mods, as below. Then run your compiler method (the CK, a CMD window, anything) an executable from MO, to make it perceive MO's virtual structure. It's no less of a pain to set up, but this way doesn't pollute the Skyrim directory.

 

image.png.8283139c1cdd64987263acd6335afeec.png

 

image.png.55f53fb4da0d9a949fa6d966b7b90526.png

 

I followed this guide for porting and found it very easy to learn the process.

Posted
1 hour ago, jimmywon34 said:

is there a guide you can point me to on swapping masters that explains it more and how to do it?

I've never done such a thing.

There's really not a lot to it.

  1. Make sure you have the original and the new master loaded, so in this case the legendary and special edition patches.
  2. Open your mods in Wrye Bash and select the one whose master you want to swap.
  3. Now right click inside the masters window on the right and select "Allow edit"
  4. Right click on the master you want to swap and select "change to"
  5. Select the new master file.
  6. Now click on save.

And that's about it. But of course it wouldn't hurt to check the mod for errors in xedit, and to check for conflicts between the mod and the swapped master, just to be sure that everything worked correctly.

Posted
10 hours ago, Rayvan27 said:

I wanted to ask how hard is the conversion process as a whole? I was thinking of making the leap over to SE. Sexlab Se looks stable and Soul gem oven SE looks close to finished and those were the main mods I was waiting on. But I'm not sure if its worth the effort to convert everything to SE or not.  I've also heard you have to convert armor mods to a new HDT? I have a few HDT armors and most other armors have jiggle physics thru bodyslide.  My preset LO is stable but people on reddit keep saying that it will still be better on SE.  So any advice would be welcomed. Thank you.

Honestly, most of the mods you would want in SE have already been ported from LE by someone.

 

Late last year I made a tentative jump from LE to SE (skse for SE came out then) and I had to do a lot of conversions myself, easily more than half. When I started my second build, beginning around last September, I found that nearly all the mods I wanted to use already had SE versions available or there were new SE mods that provided the same functionality. So my advice for someone that's not technically comfortable with Skyrim conversions is to chose the uploaded SE version of whatever you're trying to do. I'm totally comfortable with conversions and all but I still prefer pre-converted ones that get used by a lot of people (bugs are more likely to be found). 

 

I also switched to the new CBBE SE from UUNP because the meshes are far superior to anything else available. I'm still using CBP for jiggle and collisions instead of HDT because I could care less about flowing cloth, but if you do care about flowing cloth and bouncing ear rings then CBBE SE would be your baby also because as far as I can tell all the HDT gear currently being made is for CBBE  SE. 

 

Visit this page for a comprehensive, up to date listing of which important and Sexlab mods have been updated, which are easily converted, and which ones people have had problems converting. 

 

Edit: deleted embarrassing circular link.

 

This one listing CBBE SE gear is a bit dated, but still has a lot of value. As best I can tell it was last updated towards the end of last summer.

 

 

 

 

 

Posted

Off-topic, but this thread popped up on Reddit: PSA: The reference handle cap, or diagnosing one of the causes of infinite load screens/CTDs on very heavy load orders

 

Basically, if you have random CTDs and your total reference count is 1M or above then that may be the problem, and converting the greatest offenders into ESMs may help.

Quote

Just to add to the examples aers gave here:

 

Top 10 offenders:

  • Found 136356 temporary and 9691 persistent (146047 total) loaded references in [59] Forgotten DungeonsSSE.esp.
  • Found 110770 temporary and 4487 persistent (115257 total) loaded references in [B4] Vigilant.esp.
  • Found 79050 temporary and 4437 persistent (83487 total) loaded references in [77] HammetDungeons.esp.
  • Found 67863 temporary and 137 persistent (68000 total) loaded references in [1D] EnhancedLightsandFX.esp.
  • Found 54546 temporary and 4830 persistent (59376 total) loaded references in [B9] MHdunSky001.esp. (Immersive Dungeons)
  • Found 42879 temporary and 3649 persistent (46528 total) loaded references in [24] 3DNPC.esp. (Interesting NPCs)
  • Found 43813 temporary and 1704 persistent (45517 total) loaded references in [5F] AKSkyrimUnderground.esp.
  • Found 40727 temporary and 2333 persistent (43060 total) loaded references in [6D] Dwarfsphere.esp. (Project AHO)
  • Found 0 temporary and 39624 persistent (39624 total) loaded references in [00] Skyrim.esm.
  • Found 33453 temporary and 1114 persistent (34567 total) loaded references in [8C] Darkend.esp.

(The numbers may be slightly off compared to the version of the script aers posted, since this is from a slightly earlier version.)

 

Just these mods by themselves (and the Skyrim.esm) will get you over 2/3rds of the way to crashing, if you don't make any of them masters. There are many other popular mods that break 20k.

Most of the mods in that list are exactly the sorts that are best suited to be ESMs.

Posted
3 hours ago, tasairis said:

Off-topic, but this thread popped up on Reddit: PSA: The reference handle cap, or diagnosing one of the causes of infinite load screens/CTDs on very heavy load orders

 

Basically, if you have random CTDs and your total reference count is 1M or above then that may be the problem, and converting the greatest offenders into ESMs may help.

Most of the mods in that list are exactly the sorts that are best suited to be ESMs.

Was already planning of getting rid of Project AHO, but how do I get rid of Skyrim.esm? Any suggestions? ;-)

Posted
13 hours ago, Tron91 said:

Was already planning of getting rid of Project AHO, but how do I get rid of Skyrim.esm? Any suggestions? ?

Delete your system32.

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