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SE Compatibility Tracking (Jul 30)


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Posted

Has anyone tried to recompile the dll in SOS for se conversion?  Im thinking its dll is a lot simpler than SAM and may be ready for port now.  Someone IM'd me that the source files are there on the mod page in one of the packages, but dll files are beyond my skillset lol.

Posted
16 hours ago, infiniteone said:

Has anyone tried to recompile the dll in SOS for se conversion?  Im thinking its dll is a lot simpler than SAM and may be ready for port now.  Someone IM'd me that the source files are there on the mod page in one of the packages, but dll files are beyond my skillset lol.

https://www.loverslab.com/topic/94960-sos-se-wip/

 

While there is source code, some stuff is hardcoded against TESV.exe

Until someone figures out what the function does, it can't be ported.

 

Edit: yeah, solved faster than I thought. Should have looked at the source first, debugging TESV.exe was kinda scary, huge functions...

Posted
12 hours ago, Farass said:

I think someone with programming skills should take a look at the CreatureFramework.psc and the registering and/or storing of the info in the .json files. Take for example the draugr in MNC

"skinName": "Draugr 0",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cd", - registered under Armor in MNC.esp
            "RaceName": "Draugr", 
            "raceForm": "__formData|Skyrim.esm|0xd53",
            "skinForm": "__formData|Skyrim.esm|0x16ee3"

Of all these line to register in CF, only the normalarmor and the arousedarmor are not registered. everything else is registered in CF.

just for the hell of it has anyone tried changing around the order of the json?:

            "RaceName": "Draugr",
            "raceForm": "__formData|Skyrim.esm|0xd53",
            "skinForm": "__formData|Skyrim.esm|0x16ee3",
            "skinName": "Draugr 0",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cd"

my computer can't run SE so i can't test out anything myself.

https://jsonchecker.com/

Posted
22 hours ago, Pfiffy said:

Did you use any replacement mesh for the wolves?

The wolves meshes are easy NMM drops some of the meshes on install just drop the nif's  right in and problem solved

Posted

* Ported: Random Sex SE (alpha), Schlongs of Skyrim SE (WIP)

 

edit: I totally didn't notice SoS SE isn't public.

Posted
13 hours ago, infiniteone said:

I just tried with no esm which was a no go, it never completes registering in CF MCM I left it for 30 min, with both the esp and esm together I got a lot of errors on papyrus and load, and it still didnt grab the aroused armor.    I think im ready to give up, CF needs some refactoring and isnt really portable as of yet.

Yes, same here. Tried with both .esp and .esm and still no aroused armor. Think I will just fix it so that they wear the aroused armor as default for now. Hope someone(maybe the origninal author) will fix this sometime..

Posted
9 hours ago, MadMansGun said:

just for the hell of it has anyone tried changing around the order of the json?:


            "RaceName": "Draugr",
            "raceForm": "__formData|Skyrim.esm|0xd53",
            "skinForm": "__formData|Skyrim.esm|0x16ee3",
            "skinName": "Draugr 0",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cd"

my computer can't run SE so i can't test out anything myself.

https://jsonchecker.com/

Yes, I have tried, but no difference. The normalarmor/arousedarmor doesn't get registered

Posted
On 20/02/2018 at 12:35 AM, tasairis said:

≈ SL Working Girl

I've ported SL Working Girl for SSE and it appears to be running fine, it was suggested in the sexlab light framework guide, it appears to work with both the light framework, aswell as the beta of sexlab

Posted

  mod compatibility

hdt werewolves and giant &giantess hdt

  • hdt werewolves -functional and working *1 &2 noted issues

-no repairs needed to initial mesh butt and genitalia physics work in cbp and textures function fine &also works with alpha werewolf glow maps 

  • Giant &giantess - functions fine - all aspects of giantress work with cbp *2 noted issue

-requires some nif repair, i have a repaired version if its ok to upload-genetalia function in cbp for both m&f

  1. hdt werewolves breasts do not work currently with any variation of xb32 cbp,hdt,bbp and possible require repair or rebuilding of that feature
  2. with current sexlab framework SE , gender female werewolf and female giantess [if specified to use gender] will not engage in any animation , in effect its non function at this time , male giant with sos and such setup works fine 
Posted
On ‎3‎/‎3‎/‎2018 at 8:31 AM, maxmillean said:

Huh....well I guess I'll keep poking around trying to figure out what's causing the issue.

 

Update:  So it is something with MNC that is causing wolves to be missing their meshes even though the meshes are where they should be.  Not sure if it is a conflict with something else I have installed (even though I have no other mods that affect wolves), or I'm just not converting the mod correctly, or some other ghost in the machine reason.

This page is filled 95% with Alpha and Beta builds, a Proper play through LOL. I have been triggering Creature animations for the past 4 days helping these guy I no longer know that meaning. Plus I only need the .dll from this anyway.

Posted
On 03/03/2018 at 3:46 PM, maxmillean said:

I'm having an issue where when I install Creature Framework and MNC where all the wolves turn into red boxes with exclamation points in them.  All other creatures work just fine and dandy as far as I can tell.  As of my understanding this means it is missing a mesh, but I don't know how to fix it in the confines of those two mods.  The issue goes away when I uninstall them, but I would prefer to have them on while playing (a quick test I did after uninstalling them caused the mammoths to be in T poses and I would hate to do another full uninstall/reinstall seeing as I was just doing one).  I've already verified my files through steam and it said everything was okay, load order is managed by LOOT, and mods installed with NMM.

I am having the exact same problem. I only converted the hkx files, the edits in the opening post, and resaved the esps in CK.

DO the nifs need to be converted? How do you do that?

 

Edit - on closer inspection it is MNC (slal version) causing the red diamonds. Not Creature Framework.

Posted
1 hour ago, scipher99 said:

This page is filled 95% with Alpha and Beta builds, a Proper play through LOL. I have been triggering Creature animations for the past 4 days helping these guy I no longer know that meaning. Plus I only need the .dll from this anyway.

It's not Alpha, it's not Beta, simply call it 'inofficial'

 

Posted
2 minutes ago, turtle321 said:

I am having the exact same problem. I only converted the hkx files, the edits in the opening post, and resaved the esps in CK.

DO the nifs need to be converted? How do you do that?

look for nif optimizer on nexus...

 

The MNC meshes don't need further tweaking.

 

And If you get CF working correctly post your files here.....

 

Posted
1 hour ago, Pfiffy said:

look for nif optimizer on nexus...

 

The MNC meshes don't need further tweaking.

 

And If you get CF working correctly post your files here.....

 

Running nif optimizer on the MNC canine file nifs fixed the problem of the red diamonds.

 

CF is still very inconsistent with providing schlongs

 

Cheers

Posted

As for SLAL packs - I have found all the following that I have tried (limited testing) to be working with simple HKX conversion and resaving the ESP in CK:

 

nibbles

mike24

k4

sailing rebel

leito

evacuation

 

Anubs slal pack - when I tried converting through the above method FNIS had a warning/error which resulted in everyone going in T-pose.

Posted
2 hours ago, LLSSEGSA said:

So I'm attempting to convert Get Stripped to Special Edition; the animations and MCM menu work but I can't start the quests and there are frequent crashes when interacting with the mod's NPCs. I've activated the .ESP through the Creation Kit, converted the .NIF and .HKX files for SE, ran NifScan to see if there were any errors (it found none), archived it all back into a .ZIP file, installed it through NMM, and I updated FNIS behavior. I'm using Silent Voice Generator as a substitute for Fuz Ro D'oh and that seems to be working just fine with this and other mods. I'm not sure what I could be doing wrong, to my knowledge I've updated everything that needs updating in order for this to work with Special Edition and this mod has no .DLL files or .BSA files. I would appreciate any help.

Quests not starting and other in-game aspects not working could be explained with script errors. Anything in the Papyrus log?

 

However crashes aren't normally due to script errors. A bad ESP would probably crash when loading and problematic HKXs would likely either show up in FNIS or cause T-posing. If it crashes when you try to start dialogue then I would look at anything related to dialogue first. Have you tried using Fuz instead of Silent Voice Generator? Last I knew SVG requires modifying ESPs to use it while Fuz works automatically.

Posted
2 hours ago, turtle321 said:

Anubs slal pack - when I tried converting through the above method FNIS had a warning/error which resulted in everyone going in T-pose.

Don't ignore errors. What did it say? Are you sure you converted all the files? There are hundreds of them.

Posted
16 hours ago, duzellx said:

-requires some nif repair, i have a repaired version if its ok to upload-genetalia function in cbp for both m&f

Uploading one or two files for a mod is fine so go ahead.

Posted
41 minutes ago, tasairis said:

Don't ignore errors. What did it say? Are you sure you converted all the files? There are hundreds of them.

>>Warning: \character\behaviors\FNIS_Anubs Human_Behavior.hkx not Skyrim SE compatible<<
>>Warning: \character\behaviors\FNIS_Anubs Human_Behavior.hkx char0: 87<<
Reading Anubs Human V1.0 ...
>>Warning: \character\behaviors\FNIS_Anubs Creature_Behavior.hkx not Skyrim SE compatible<<
>>Warning: \character\behaviors\FNIS_Anubs Creature_Behavior.hkx char0: 87<<
Reading Anubs Creature V1.0 ...

Posted
7 minutes ago, turtle321 said:

>>Warning: \character\behaviors\FNIS_Anubs Human_Behavior.hkx not Skyrim SE compatible<<
>>Warning: \character\behaviors\FNIS_Anubs Human_Behavior.hkx char0: 87<<
Reading Anubs Human V1.0 ...
>>Warning: \character\behaviors\FNIS_Anubs Creature_Behavior.hkx not Skyrim SE compatible<<
>>Warning: \character\behaviors\FNIS_Anubs Creature_Behavior.hkx char0: 87<<
Reading Anubs Creature V1.0 ...

Those need to be converted too. Every HKX, not just the animations themselves.

Posted
15 minutes ago, tasairis said:

Those need to be converted too. Every HKX, not just the animations themselves.

As far as I can tell I've converted every HKX. I don't see any reference to any others.

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