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SE Compatibility Tracking (Jul 30)


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Posted
48 minutes ago, tasairis said:

I don't remember putting it there...

Ahem.

"This is supposed to be a list of what Skyrim Legendary Edition (aka Oldrim, SLE, Skyrim LE) SexLab mods have or have not been ported to Skyrim Special Edition (aka SSE, Skyrim SE). Not a list of recommended or favorite or new mods."
"For the most part I'm not including SFW Nexus mods, with occasional exceptions like for important dependencies or "notable" mods."

 

In any case, Horrible Harassment 2.2  is convertible, fairly easily if I can do it.

2.2 is at the bottom of the page. 

Edit; convert the animations and leave the esp alone. 

Posted

Hello,

It is my pleasure to inform you guys that PSQ 3.2.8.a after installing and converting (properly) is working with body swapping, tattoos overlays and body scaling (tested body scaling for transformation and breast scaling for milking)

 

Edit: Forgot to mention that only face tattoos don't work because racemenu does not support those yet.

Posted

I can confirm Spectator Crowds Ultra works fine with the below steps:

 

  • Download Spectator Crowd Ultra
  • Extract BSA
  • Download one of the files from this post based on your preference. ACDCisK3wl has fixed the mod with 2 versions.
  • Replace the mf_spectatorcrowdsthreadbase.pex from the original mod with the one from the scripts folder in the version you downloaded from that post.

 

With version 1 i suggest turning off notifications in the mod's MCM as most people aren't going to be interested unless their arousal is pretty high.

 

Posted
On 6/16/2018 at 2:53 AM, gqgs12 said:

Main post says SexLife is not working: dialogue but no sex scenes. I've decided to try it, and recompiled all it's scripts just in case. Resaved esp in CK too. So after few testing I can confirm it works fine. Maybe previous tester was too impatient to wait until any engagement will happen? Npcs have way too much chances to fail their dialogue engage: not matching gender preferences, having faithful spouce, other factors. So even if you'll set update interval to 5 seconds, about 1 of 10 random selected npc pair will get to it. Just make sure your papyrus util from Sexlab SE or standalone installation is not overwriten by any old version from converted LE mod.

Would you be willing to upload your ported version, please? The author gave permission to do whatever:

 

 

Posted

Creature framework, defeat and aroused creatures are working fine in my setup but i still have lots of issues with SLAL not starting in the MCM and animations being fucked up in generall (npc facing wrong directions or doing something entirely diferent) but that could be because i have alot of mods installed that modify NPC behavior.

 

i didnt get animal mansion to work aswell even with the patched version i grabbed from the forums everytime i try to enter the mansion the game crashes sadly.

Posted
57 minutes ago, rb888 said:

yup lol it sucks

Here are the changes:

No official changelog was provided.

 Support for new CC content was added.
Thieves Guild Hood will no longer disappear if player is a vampire.
Fixed specular with "Mourner's Hat" and "Hat" on male Argonians.
Fixed skinning and restored bridles on Imperial Saddle.

 

Now we watch the players slavishly update and then pester mod makers to update their respective mods.

Posted

So I just finished analyzing the differences, kinda, I took some shortcuts and might not have caught all the changes...

But what I did find is rather significant. Dare I say, I think this update might actually be worth it - I mean, it feels like an actual update, not something just for Creation Club.

 

Many changed files, at least according to file size:
* interface\bartermenu.swf, inventorymenu.swf, messagebox.swf, statsmenu.swf
* interface\bethesdanetlogin.swf, console.swf (5k->19k), fonts_console.swf, fonts_en.swf (417k->508k), startmenu.swf (66k->103k), modmanager.swf (75k->87k)
* interface\credits.txt: misspelled name
* interface\fontconfig.txt +pl +ru: entries for $CClub_Font +Bold, ControllerButtons +Inverted
* interface\translate_*.txt: many new translation entries, enough to more than double file sizes
* interface\controls\pc\controlmap.txt: "Screenshot" now marked with the 0x10 flag, grouping it with Console
* interface\exported\hudmenu.gfx, mousemove.png.dds, quest_journal.gfx, tutorialmenu.gfx
* interface\inventory components\bottombar.swf, itemcard.swf
* meshes\actors\horse\character assets\imperialsaddle.nif (135k->216k) which corresponds to the "fixed skinning and restored bridles on Imperial Saddle" note
* textures\effects\projecteddiffuse.dds, projectednormal.dds, projectednormaldetail.dds

 

Spoiler

translate.png

 

New:
* meshes\clothes\farmclothes01\hatargm.nif
* scripts\defaultdisplayiteminlistscript.pex

 

Spoiler

;/ Decompiled by Champollion V1.0.1
Source   : defaultDisplayItemInListScript.psc
Modified : 2018-11-19 13:30:37
Compiled : 2018-11-20 12:18:46
User     : builds
Computer : RKVBGSBUILD05
/;
scriptName defaultDisplayItemInListScript extends ObjectReference

;-- Properties --------------------------------------
actor property PlayerRef auto
keyword property LinkedMarkerKeyword auto
{The keyword of the linked marker reference.}
message property ItemNotInInventoryMessage auto
{The message to display if the item is not in the player's inventory.}
formlist property itemsToDisplay auto
{The FormList whose item(s) to display.}

;-- Variables ---------------------------------------
Int MAX_3D_CHECK = 30

;-- Functions ---------------------------------------

; Skipped compiler generated GotoState

function DisplayItem(form akItem)

	ObjectReference theItem = PlayerRef.DropObject(akItem, 1)
	theItem.BlockActivation(true)
	self.PositionItemAndDisablePhysics(theItem)
	theItem.BlockActivation(false)
endFunction

; Skipped compiler generated GetState

function PositionItemAndDisablePhysics(ObjectReference akItemOnDisplayRef)

	if akItemOnDisplayRef
		Int i = 0
		while !akItemOnDisplayRef.Is3DLoaded() && i < MAX_3D_CHECK
			i += 1
			utility.Wait(0.100000)
		endWhile
		if i < MAX_3D_CHECK
			akItemOnDisplayRef.SetMotionType(self.Motion_Keyframed, false)
			ObjectReference triggerMarker = self.GetLinkedRef(LinkedMarkerKeyword)
			akItemOnDisplayRef.MoveTo(triggerMarker, 0.000000, 0.000000, 0.000000, true)
		else
			PlayerRef.AddItem(akItemOnDisplayRef as form, 1, false)
		endIf
	endIf
endFunction

Bool function IsOneOfItemsOnDisplay()

	return game.FindClosestReferenceOfAnyTypeInListFromRef(itemsToDisplay, self.GetLinkedRef(LinkedMarkerKeyword), 32.0000) as Bool
endFunction

function OnActivate(ObjectReference akActionRef)

	if akActionRef == PlayerRef as ObjectReference
		self.GotoState("Busy")
		if !self.IsOneOfItemsOnDisplay()
			Int size = itemsToDisplay.GetSize()
			Int i = 0
			Bool itemFound = false
			while i < size && !itemFound
				form item = itemsToDisplay.GetAt(i)
				if PlayerRef.GetItemCount(item) > 0
					self.DisplayItem(item)
					itemFound = true
				endIf
				i += 1
			endWhile
			if !itemFound
				ItemNotInInventoryMessage.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000)
			endIf
		endIf
		self.GotoState("")
	endIf
endFunction

;-- State -------------------------------------------
state Busy

	function OnActivate(ObjectReference akActionRef)

		; Empty function
	endFunction
endState

 

 

Added entries to Skyrim.ccc:
* ccBGSSSE036-PetBWolf.esl
* ccFFBSSE001-ImperialDragon.esl
* ccMTYSSE002-VE.esl
* ccBGSSSE043-CrossElv.esl
* ccVSVSSE001-Winter.esl
* ccEEJSSE003-Hollow.esl

 

Update.esm:
* New placed objects for CC mods, mostly doors and the GenKitRmCorIn01 kit - all seem like placeholders
* Added references to some unknown "MDRSSE001" and "BGSSSE016" CC mods

* Thieves Guild Hood ARMA edited to include the various Vampire races - I didn't check if USLEEP/USSEP already fixed this, I bet it did

 

 

I'm particularly interested in the changes to all those SWFs. I can't upgrade because I, you know, still want to be able to play the game, but such huge changes to stuff like startmenu.swf and console.swf definitely piques my curiosity. I'd love to hear from people if they notice anything different - I'm even tempted to post a thread about it on r/skyrimmods...

 

edit:  spent some time looking at the SWFs,

* console: looks like the file size increase is because they're embedding Arial (the font) in it. sad face emoji

* startmenu: supports various controller button labels

* modmanager: seems to have a couple more features

Posted
6 hours ago, DerRadikaleRichard said:

... but i still have lots of issues with SLAL not starting in the MCM and animations being fucked up in generall (npc facing wrong directions or doing something entirely diferent) but that could be because i have alot of mods installed that modify NPC behavior.

Well if SLAL isn't working correctly then the animations are going to be a crapshoot I'd think. You need to figure out the problem with SLAL.

Posted
6 hours ago, Deamoa said:

Time to stick a note on my screen saying "check that you're in Steam Offline Mode before launching Skyrim" again...

If you set skyrim to update only at startup and then start the game through the script extender you won't have to worry about it.

Posted

I've never understood why we need a script extender. Is papyrus so limited that it can't handle mods that do anything different than the base game? Honestly confused. I'm not good with languages so my scripting has just been altering a few lines here and there. 

Posted
8 minutes ago, pburnt said:

I've never understood why we need a script extender. Is papyrus so limited that it can't handle mods that do anything different than the base game? Honestly confused. I'm not good with languages so my scripting has just been altering a few lines here and there. 

From what I understand, it's that the Skyrim engine itself is the issue. It doesn't know how to handle any Papyrus scripts that don't conform to the generic scripts Skyrim uses. Meaning anything that does something very different (like SkyUI for example) doesn't work

Posted
On 11/24/2018 at 7:41 AM, Butch93h said:

Dunno if anyone has said anything on the matter, but SoulGem Oven 4 is about to have it's first beta release (the author has been posting updates about it in her Discord server and hopefully sometime tomorrow she will put up the first beta). Dunno if I should post a link to the discord seeing as you can find a link on her profile page here on LoversLab.

SGM 4 Beta 2 is out.

Posted
4 minutes ago, srayesmanll said:

SKSE64 has updated, so now the waiting game for the skse64-based mods to update...

True for those who slavishly permit their games to be updated.

Posted
1 hour ago, Thenryb said:

True for those who slavishly permit their games to be updated.

Good thing I blocked that after the last update (actually, 2 updates back).  So not an issue for me.  And frankly, even if I accidentally update, it's exceptionally easy to roll back.

Posted
5 hours ago, megat said:

I've never understood why we need a script extender. Is papyrus so limited that it can't handle mods that do anything different than the base game? Honestly confused. I'm not good with languages so my scripting has just been altering a few lines here and there. 

skse adds loads of things including a bunch of new native functions. Without it mod authors are very limited.

Posted
5 minutes ago, pburnt said:

Only about a dozen more updates and my bingo card is full!

here's hoping someone bothers to make a page with green/red stuff again. I know I'd be tired of it by now

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