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SE Compatibility Tracking (May 8 ๐ŸŸฆ๐ŸŸจ #7197)


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Ahhh, I'm a lurker, not somebody who goes out and does flashy things like this...

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I went through the SL beta thread and a couple other places and gathered as much information as I could find. I'm pretty sure what's there is currently accurate but the modding scene has been picking up pace lately and I can't keep track of everything out there. I was getting really tired of trying to remember which mods I want are available and which aren't.

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I'm thinking maybe we can move the "oh hey how do I convert mod X" discussions out of that SL thread (I feel so bad for Ashal) and into here instead?

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UPDATE NOTE:ย The SOS Light bundled with Tempered Skins does not have the "SE" in it, while the one in the main SOS download does - corrected SLCumshotConfig.psc changes to check for both versions.

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All conversions need mesh (.nif) conversion (see OP)

All conversions need .esp resaving (good idea to make a duplicate and use SSEdit "Compare to" with what comes out of the CK as well.

All .esm need master flag removed then reapplied post conversion.

All animations need conversion withย HavokBehaviorPostProcess.exe

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A quick way to do recursive directory .hkx updating (in-place, keep backup):ย ย 

# PowerShell from directory that needs converting, make sure to copy HavokBehaviorPostProcess.exe or place in PATH

$hkxToProcess = Get-ChildItem -Recurse -Path *.hkx
ForEach ($hkx in $hkxToProcess) { HavokBehaviorPostProcess.exe --platformamd64 $hkx $hkx }

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My conversion work so far:ย ย 

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~SexLab Cumshot

  • Needs new NiOverride (skee64 https://github.com/expired6978/SKSE64Plugins)
  • Needs script change for NiOverride check
  • Needs script change for SoS Light SE
  • Spoiler

    SLCumshotConfig.psc

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    ;change:
    int niOverrideVer = SKSE.GetPluginVersion("nioverride")

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    ;to:
    int niOverrideVer = NiOverride.GetScriptVersion();

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    ;change:
    elseIf Game.GetModByName("Schlongs of Skyrim - Light.esp") != 255

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    to:

    elseIf ((Game.GetModByName("Schlongs of Skyrim - Light.esp") != 255) || (Game.GetModByName("Schlongs of SkyrimSE - Light.esp") != 255))

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~Creature Framework

  • Needs new JContainers (https://github.com/ryobg/JContainers)
  • Needs script change for JContainers check
  • Has issues with (I believe) the SexLab strip routine, somewhat alleviated by turning off interactings with Aroused in MCM
  • Spoiler

    CreatureFramework.psc

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    ;change:

    if JContainers.APIVersion() == 3 && JContainers.FeatureVersion() >= 2 && JContainers.IsInstalled()

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    ;to:

    if JContainers.APIVersion() == 4 && JContainers.FeatureVersion() >= 0 && JContainers.IsInstalled()

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~More Nasty Critters

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~More Nasty Critters

  • Seems to work fine, issues caused by Creature Framework

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~I'll Take The Display Model

  • Needs conversion but seems to work without issue.

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TODO

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Since you don't mention it I will add that I do have a working direct port of the Random Sex Mod, but have not released it for general consumption as I am in the process of rewriting a lot of the code to make better use of the Papyrus engine.

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I also made the mistake today of successfully converting the configuration code to an SKSE64 plugin, so will be rewriting the actor evaluation (current functionality, nothing new... yet) in C++. It'll take a little longer but will be worth it in the end. Fortunately I have some unanticipated extra time on my hands.

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Is anyone porting over SexLab Aroused?

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16 minutes ago, Arizona_Steve said:

Since you don't mention it I will add that I do have a working direct port of the Random Sex Mod, but have not released it for general consumption as I am in the process of rewriting a lot of the code to make better use of the Papyrus engine.

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I also made the mistake today of successfully converting the configuration code to an SKSE64 plugin, so will be rewriting the actor evaluation (current functionality, nothing new... yet) in C++. It'll take a little longer but will be worth it in the end. Fortunately I have some unanticipated extra time on my hands.

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Is anyone porting over SexLab Aroused?

Aroused v2.8 is working after converting. You can also add ZAZ 8.0+ to the list. I'm working on an official release with permission of t.ara

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I have to mention something about converting ESP/ESM files: You need wyre bash to turn an ESM into a ESP. I don't know what effect the changing of the Header from 43 to 44 does Ingame but from my experience most of the ESP's work fine without this step and some ESM do, too.

I would suggest this only if the mod does not work properly after converting the nif and hkx files.

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About HKX files. there are some that can not be converted. I had this problem with HSH 1.7 while HSH 1.6 worked. Does anybody have an Idea why?

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Milk Mod Economy (oldrim) can be converted, too.ย 

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57 minutes ago, Pfiffy said:

I have to mention something about converting ESP/ESM files: You need wyre bash to turn an ESM into a ESP. I don't know what effect the changing of the Header from 43 to 44 does Ingame but from my experience most of the ESP's work fine without this step and some ESM do, too.

I would suggest this only if the mod does not work properly after converting the nif and hkx files.

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About HKX files. there are some that can not be converted. I had this problem with HSH 1.7 while HSH 1.6 worked. Does anybody have an Idea why?

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Milk Mod Economy (oldrim) can be converted, too.ย 

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I have read some arguments on reddit and elsewhere that form 43 might lead to corrupted saves.

I cannot neither confirm nor deny that.

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There is Milk Mod Economy SEย https://www.loverslab.com/topic/84844-milk-mod-economy-se/

And I think, Ed86 (mod author) continues to work on it.

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2 hours ago, Arizona_Steve said:

Since you don't mention it I will add that I do have a working direct port of the Random Sex Mod, but have not released it for general consumption as I am in the process of rewriting a lot of the code to make better use of the Papyrus engine.

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I also made the mistake today of successfully converting the configuration code to an SKSE64 plugin, so will be rewriting the actor evaluation (current functionality, nothing new... yet) in C++. It'll take a little longer but will be worth it in the end. Fortunately I have some unanticipated extra time on my hands.

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Is anyone porting over SexLab Aroused?

I'll put down Random Sex as convertable (looks like it's just an ESP and scripts) with a rewrite in progress?

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I haven't heard whether anyone is taking up the reins to own SLA for SSE, nor whether the author (@fishburger67) intends to do the conversion.ย I went back a couple months throughย the support threadย and didn't see anything either.

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wetfunctionreduxย  is working by editing the WetfunctionMCM.psc

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from:

int niov = SKSE.GetPluginVersion("NiOverride")
ย ย  ย ok = ecCheckItem("NiOverride/RaceMenu", "3.4.0+", niov>=6, niov!=NiOverride.GetScriptVersion()) && ok

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to:

int niov = NiOverride.GetScriptVersion()
ย ย  ย ok = ecCheckItem("NiOverride", "4.0+", niov>=0, niov!=NiOverride.GetScriptVersion()) && ok

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Apropos

is working by editing the source scripts to the new Jcontainers. In aproposConfig.psc

line1525 - change to:

Bool isValid = JContainers.APIVersion() ==4 && JContainers.featureVersion() >= 0&& jcontainers.IsInstalled()

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compile script.

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EBD Skyrim Special Edition

It is also possible to make this work with head parts(hair/beards/eyes/brows).

Have to do a little reverse engineering usingย https://www.nexusmods.com/skyrim/mods/35307/ย on the EBDGlobalFuncs.pex into .psc

and then change to this:

if jcontainers.APIVersion() == 4 && jcontainers.featureVersion() >= 0

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Compile again and copy over the existing pex script

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Aroused nips

Added modified .pex file. Mcm is working, butย morphs are not working due to missing functionality in racemenu . Would probably work when that is implemented in racemenu

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files:

AproposConfig.pex

WetFunctionMCM.pex

TTT_ArousedNipsAlias.pex

EBDGlobalFuncs.pex

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You may want to make note that FNIS mod does not put the source files in the correct directory when installing.

its going to data/source/scripts

---needs to be in here also

data/scripts/source/scripts

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Otherwise I was not able to compile any SL script edits.

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I cant figure out why data/source/scripts exists, some other mods have placed their source files there too.ย  At any rate I could not compile scripts until I copied them over as mentioned above.

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8 hours ago, tasairis said:

Milk Mod Economy has an SSE release:ย Milk Mod Economy SE

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...as was already pointed out. That's what happens when I read and reply to one post at a time.

Well, the official SE version hadย less features as the oldrim version when I tested it, so I did a conversion and it worked. This is just to mention it. I really appreciate the fact, that Ed has done MME SE without all the stuff it depends on in Oldrim.

But it is not the same...

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Well, there are also 2 ports of mfgconsole, but they are not the same as in oldrim. And RDO without all the options in the MCM is also not the same as it has been in oldrim.

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9 hours ago, Farass said:

I have wetfunctionredux functioning by editing the WetfunctionMCM.psc

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from:

int niov = SKSE.GetPluginVersion("NiOverride")
ย ย  ย ok = ecCheckItem("NiOverride/RaceMenu", "3.4.0+", niov>=6, niov!=NiOverride.GetScriptVersion()) && ok

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to:

int niov = NiOverride.GetScriptVersion()
ย ย  ย ok = ecCheckItem("NiOverride", "4.0+", niov>=0, niov!=NiOverride.GetScriptVersion()) && ok

Hey, I did that in the .psc file but it still doesnt work for me

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  • Working: HDT HighHeels
  • Convertable: Random Sex, Wet Function Redux, Apropos
  • Summary: SLAL with (converted) animation packsย should work
  • Added a comment for Milk Mod Economy that the original version is convertable
  • Adding *JC and *NIO headnotes for when mods have JContainers/NiOverride version checks that need editing; definitely not complete coverage on those

infiniteone: See alsoย https://forums.nexusmods.com/index.php?/topic/6076808-ck-not-compiling-with-skse-functions/

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GOodTimes: Source? I don't see the Wyre Bash people saying anything. Looks in active development. And it supports SSE?

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20 hours ago, sfll said:

<SNIP>

My conversion work so far:ย ย 

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~SexLab Cumshot

  • Needs new NiOverride (skee64 https://github.com/expired6978/SKSE64Plugins)
  • Needs script change for NiOverride check
  • Needs script change for SoS Light SE
  • ย  Reveal hidden contents

    SLCumshotConfig.psc

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    ;change:
    int niOverrideVer = SKSE.GetPluginVersion("nioverride")

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    ;to:
    int niOverrideVer = NiOverride.GetScriptVersion();

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    ;change:
    elseIf Game.GetModByName("Schlongs of Skyrim - Light.esp") != 255

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    to:
    elseIf Game.GetModByName("Schlongs of SkyrimSE - Light.esp") != 255

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<SNIP>

I tried to convert SLab Cumshot before seeing this thread, and have been generally successful apart from it looking for the old NIOverride. Sadly no squirties, only the "final drip" works but the mod seems to do what it is supposed to do other than that. I do have the new SKSE64 and Skee in game already (part of my converted Racemenu). Thanks for the script. Presumably connecting NIOverride is what allows the "flying spunk" nif to work?

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I use SE SOS Light with Tempered Skins version: http://www.loverslab.com/topic/72927-sos-light-version-with-tempered-skins-for-males/ .ย 

The ESP has the same name but I don't know if the mod differs significantly. Have you any opinion on that please?

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I'm not a modder though I'm reasonably OK with the various mainstream tools. If you have a moment I would be eternally grateful if you could drop me a couple of lines on how I can implement your script for my version of Cumshot.

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Thank you!

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And thanks for this conversion thread!

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well, we need some sort of Download section for patches like the DDi.dll and the version script patches....

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Note: The whole DD stuff is working, but I had to grab the different parts from different sources.

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Same for PAHE....

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I didn't manage to get the HKX files from HSH 1.7 converted, but those from theย 1.6 versions worked. We have to add version numbersย of the files that could be converted, so that we know, what we are talking about.

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On 2/20/2018 at 1:50 PM, Pfiffy said:

well, we need some sort of Download section for patches like the DDi.dll and the version script patches....

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Note: The whole DD stuff is working, but I had to grab the different parts from different sources.

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Same for PAHE....

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I didn't manage to get the HKX files from HSH 1.7 converted, but those from theย 1.6 versions worked. We have to add version numbersย of the files that could be converted, so that we know, what we are talking about.

I've tried to link whenever I have someplace usefulย -ย got the DDi x64 build link, and if people giveย details about their conversion (especiallyย Papyrus diffs) then I'll link to them too. If I don't have a link for somethingย and you/anyone knows of one, pass it on.


For version numbersย I includeย them when it seems important. Like with ZaZ. But for the most part if no one says "version X works but version Y doesn't" then I'm assuming it's the most recent version they used and so not including it. (I do have the v1.6 note queued up for my next updateย in ~10ย hours.)

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Really, the whole point of this project is "let me know". Besides freeing up the SL thread, mostly I'm just trying to record everything in one place so people don't have to go through multiple pages of posts in multiple threads in multiple forums on multiple sites...ย looking for answers. Crowdsourcing.

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  • tasairis changed the title to SE Compatibility Tracking (May 8 ๐ŸŸฆ๐ŸŸจ #7197)

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