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Posted

Starting this thread to break out the subtopic of SSE conversion work on Sexy Bandit Captives (SBC)If you are looking for an already converted version of SSE-SBC, use that link for an already converted SSE/KS-Hair version of the SBC mod.  Thanks to @DamnedFrog for the detailed directions (see post #3 below) and @abcd99 for the conversion and posting the archived file back to the site for the benefit of other users.  I don't do SSE, so I depend on other users for this type of task.  The problem with that is it will likely need to be done again with each update, but it's nice to know the process and have that path firmly trodden.

 

If you're not familiar with that WIP Beta mod, or for issues, questions, and idea submission related to things other than SSE conversion, use this link to the original support thread:

 

Posted

I got it converted using the normal steps (NIF-Optimizer+CK save as form 44).  The new nif-optimizer helped a lot, to handle the 6 nifs that were causing errors before so I didn't need nifscope the last time to clean up those 6.  One problem I had to fix for was the tribaldemleather_e.dds file in textures/clothes/pchsCaptives has dimensions of 126x126, and needs to be dimensions evenly divisible by 4.  I could not find a good source. So just changing all the tribal outfits (SSEEdit) to something else stopped the CTD when I got near an NPC that had that outfit assignment originally.  It really seems like the tribal outfits that used that texture environment file were the source of the CTD when I first tested it.

Posted

Edit: I highjack my fisrt post on this thread, so I could put the instriction to convert SBC to SSE the higher I can in the thread.

The orignal post is below.

 

SBC conversion to SSE steps

Last update 2019-10-16, for version 0970d.

 

    0. Pre-conversion step:
    Download the last version of the mod here: Sexy Bandit Captives
    Yes I know, it's obvious ?, but don't forget to get

  • the main file SexyBanditCaptives-MasterFilePackage_v0970d_(Required).7z

    and at least one of the hairs patch

  • SBC Apachii_Conversion(Required_for_Apachii)rev1.7z

    or

  • SBC KSHair_Conversion(Required_for_KS).7z

  

    You also need these tools:

  • SSE NIF Optimizer (important: take the last version)
  • Creator Kit (go to Bethesda.net to get it)
  • The HavokBehaviorPostProcess.exe and ConvertHKXtoSkyrimSE.bat (came with the Creator Kit).
  • SSEEdit
  • A zip archive creator. Personally, I use 7zip, but feel free to use your favorite one.

 

 

  1. Extract SexyBanditCaptives-MasterFilePackage_v0970d_(Required).7z in a working folder.
    For the rest of this tutorial, I name this folder x:
     
  2. Using SSE NIF Optimizer, convert all nifs in x:\SexyBanditCaptives-MasterFilePackage_v0970d_(Required)\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp with "Head parts only" CHECKED.
     
  3. Convert all nifs in x:\SexyBanditCaptives-MasterFilePackage_v0970d_(Required)\Data\meshes\actors\character\character assets\SOS\SBC-UNP and x:\SexyBanditCaptives-MasterFilePackage_v0970d_(Required)\Data\meshes\clothes subfolders with "Head parts only" UNCHECKED.
     
  4. Convert animations (hkx files) in x:\SexyBanditCaptives-MasterFilePackage_v0970d_(Required)\Data\meshes\actors\character sub-folder with HavokBehaviorPostProcess.exe.
    Just put HavokBehaviorPostProcess.exe and ConvertHKXtoSkyrimSE.bat in the Data\meshes\actors\character folder and launch ConvertHKXtoSkyrimSE.bat. It will recursevly convert all animations in the sub-folders.
     
  5. Optional (but recommended): Remove all tga files in x:\SexyBanditCaptives-MasterFilePackage_v0970d_(Required)\Data\textures\actors\character\facegendata\facetint\SexyBanditCaptives.esp.
    Not mandatory, but SSE don't use TGA. So there is no need to keep them, and removing them will save some space.
     
  6. Zip the folder to create a new mod, and install it.
     
  7. Open the Creator Kit. Set SexyBanditCaptives.esp as the active file. Wait for the CK to load, skip all the warning
     
  8. Save. This will convert the ESP from the LE 43 form to the SSE 44 form. Then close the CK.
     
  9. Since the 0970 version, Blackbird Wanderer remove the hair styles of the captives from the main file.
    You must install one (and only one) of the two hair styles patches provide by Blackbird Wanderer, Apachii or KS Hair. So you must also convert the one you want to use.

    A. Conversion of the Apachii patch
    A.1. Convert all nifs in x:\SBC Apachii_Conversion(Required_for_Apachii)rev1\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp with "Head parts only" CHECKED.
    A.2. Optional (but recommended): Remove all tga files in x:\SBC Apachii_Conversion(Required_for_Apachii)rev1\Data\textures\actors\character\facegendata\facetint\SexyBanditCaptives.esp.
    A.3. Zip the folder to create a new mod, and install it.
    A.4. Open the Creator Kit. Set SexyBanditCaptives_ApachiiHair.esp as the active file. Wait for the CK to load, skip all the warning.
    A.5. Save. Then close the CK.

    B. Conversion of the KS Hair patch
    B.1. Convert all nifs in x:\SBC KSHair_Conversion(Required_for_KS)\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp with "Head parts only" CHECKED.
    B.2. Optional (but recommended): Remove all tga files in x:\SBC KSHair_Conversion(Required_for_KS)\Data\textures\actors\character\facegendata\facetint\SexyBanditCaptives.esp.
    B.3. Zip the folder to create a new mod, and install it.
    B.4. Open the Creator Kit. Set SexyBanditCaptives_KSHair.esp as the active file. Wait for the CK to load, skip all the warning.
    B.5. Save. Then close the CK.
     
  10. Run LOOT, FNIS, launch the game, and enjoy rescuing/enslaving sexy bandit captives ?.

 

 

_____________________________________________________________________________________________________________________________________________________

 

My original post in the original thread for SBC https://www.loverslab.com/topic/83778-sexy-bandit-captives-mod-to-sex-slaves-for-vanilla-bandit-camps/?page=97&tab=comments#comment-2195930

Quote

 

I try to port it:

- Use SSE NifOptimizer to port the mesh on SSE => it crash on 6 nif (corset_GO.nif, ghostnoc_GO.nif, pchsthong_GO.nif, sagebootsf_GO.nif, skirt_GO.nif, thong_GO.nif)

- Use NifScan to find what was wrong with this nif => "NiTriStrip is not supported by SSE"

- Find a tutorial to fix this (with NifSkope). Apply the instructions. After that, NifScan don't find errors anymore in this files, but NifOptimizer still crash on them.

- Open the .esp in CK and resave it.

- Get the new port of Zaz Animation v8

But the game CTD as soon as go next of a captive (I use AS-LAL to begin a new game as a bandit, spawn at Broken Helm Hollow, and the game crash when I approach Rena).

So I open the .esp with SSEEdit and remove the default outfit of all the NPC actors.

But even after that, the game crash when I try to talk to Rena...

 

So, I wonder how some if you were able to port this mode successfully.

 

 

As I said, I'm definitively a noob in this sort of thing (porting mods on SSE), and apply mostly blindly the instructions I found. So I certanly make mistakes or forget somes steps in the process.

 

As there was a problem with 6 nif, I was thinking they were the cause of CTD. So I try to fix them with Nifskop, but it's doesn't help.

Even removing default outfit to all actors in the .esp by SEEdit doesn't fix the CTD. And I know that the default outfit was well removed, because the captive was totally naked after that (before, she worn trousers).

The game crash when I try to talk to her (by pressing the action key).

 

So I wonder if some of you that was able to convert the mod could give short a step by step guid, please ?

 

Posted

I got it working as the previous post suggests (change the tribal outfit of all captives to something else or just delete that outfit).

I have never encountered an issue because of talking with a captive, and the only difference I see from my port to yours is that I'm using zaz v7 and not v8. 

The other thing that could be interfering is the fact that you are starting a PC in the bandit faction.

Try any other save with a normal PC, teleport to broken helm and try to talk with Rena and see if you have issues too.

Posted
6 hours ago, EmertX said:

I got it working as the previous post suggests (change the tribal outfit of all captives to something else or just delete that outfit).

I have never encountered an issue because of talking with a captive, and the only difference I see from my port to yours is that I'm using zaz v7 and not v8. 

The other thing that could be interfering is the fact that you are starting a PC in the bandit faction.

Try any other save with a normal PC, teleport to broken helm and try to talk with Rena and see if you have issues too.

Thank to your precedent post where you mention their is a new version of Nif Optimizer, I have try to convert all the nif again with this new version. It don't crash anymore with the 6 nif mentioned before. So I skip the NifSkope step.

But now, the game CTD at the end of the loading screen, just after actving the bed in Alternative Start...

As you suggest, I will try with a fresh start, and not as a bandit.

 

For the ZaZ v7 animation, did you convert them yourself ?

  • 2 weeks later...
Posted

Victory !
I finally mange to convert this mod.

It seem that my problem was with the conversion of the nif.

I convert the nif in SexyBanditCaptives-File_01\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp and SexyBanditCaptives-Patch_0941\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp, with the option "Head Parts Only" checked.

And the nif in SexyBanditCaptives-File_02\Data\meshes\..., with the option "Head Parts Only" unchecked.

I didn't convert the ZaZ animation myself, but use the conversion by Pfiffy https://www.loverslab.com/topic/93745-zaz-animation-pack-80-plus-for-skyrim-se/

 

I don't play much time, about 1 hour, but it seem to work.

 

Posted

I play a little more.

Some remarques:

  • I found that Fuz Ro D-oh is more a hard requirement than optional. Without it, I can't have dialogue with the captives. It's stick on their first sentence. But with it, I can talk to them.
  • I have a glitch. I manage to rescue the girls in the Broken Oar Grotto. I don't subjugate them, but ask them to fellow me, after helping them with some urge... (yes, I'm a gentleman ;)). But they don't fellow me outside the cave. I decided to fast travel to the Meridia Statue, and they still where not here. So I fast travel to Solitude, and they spawn here. So, I don't loose them. But be aware of this glitch.

Don't know if this problems exists in the oldrim version.

  • 3 weeks later...
Posted

Testing more...

It seems the previous glitch I had was caused by my save. I didn't start a new game at this time, just adding the mod in a previous game.

I restart with a fresh game, and I don't have this problem when rescuing the girls in the embershard mine. It's not the same bandit camp, but as I start at Helgen, I go to the next camp.

 

I have problem with the dialog with Eorlund to free the cative not always show up. But this problem happened with the oldrim original version too, so I don't think it's due to my conversion.

Blackbird Wanderer, author of the original mod suggest this solution on the original mod page

A few people have reported this and I can't fathom why the dialogue doesn't show.  The conditions are pretty simple.  I can work on building a workaround so you don't end up with Captives stuck in that mode.  I'll have to think about how to approach that situation and stay SBC lore friendly.

 

Just a wild stab in the dark:  try console StopQuest SBCMain / StartQuest SBCMain and see if that does anything.

and it's work for me.

 

  • 3 months later...
Posted
On 4/30/2018 at 8:00 AM, DamnedFrog said:

Testing more...

It seems the previous glitch I had was caused by my save. I didn't start a new game at this time, just adding the mod in a previous game.

I restart with a fresh game, and I don't have this problem when rescuing the girls in the embershard mine. It's not the same bandit camp, but as I start at Helgen, I go to the next camp.

 

I have problem with the dialog with Eorlund to free the cative not always show up. But this problem happened with the oldrim original version too, so I don't think it's due to my conversion.

Blackbird Wanderer, author of the original mod suggest this solution on the original mod page

and it's work for me.

 

 

Its a big problem in SE that dialogue trees sometimes don't activate. A quick fix for it is a QuickSave followed by a QuickLoad.

  • 2 weeks later...
Posted
On 8/13/2018 at 12:00 PM, Tron91 said:

 

Its a big problem in SE that dialogue trees sometimes don't activate. A quick fix for it is a QuickSave followed by a QuickLoad.

In LE that was caused by the failure to have or update the SEQ file, did people forget that fix or has Bethesda introduced yet another bug?

  • 2 weeks later...
Posted
On 8/23/2018 at 5:24 PM, WaxenFigure said:

In LE that was caused by the failure to have or update the SEQ file, did people forget that fix or has Bethesda introduced yet another bug?

Well I don't know. I haven't touch the SEQ file.

But with the last patch (0953), I don't have this issue anymore. Just test for a couple of hour, but I think Blackbird Wanderer fix it.

I'm plannig to do more test.

 

  • 2 months later...
Posted

Sorry if I'm not too active in this thread.

But, here are the steps to convert Sexy Bandit Captives for SSE:


0. Pre-conversion step:
   Download the last version of the mod here: Sexy Bandit Captives
   Yes I know, it's obvious :-), but don't forget to get the 3 main files SexyBanditCaptives-File_01_(Required).zip, SexyBanditCaptives-File_02_(Required).zip and SexyBanditCaptives-File_03_(Required).zip, and the last patch SexyBanditCaptives-Patch_XXXX_(Required).zip (where XXXX is the number of the patch).
   You also need these tools:
   - SSE NIF Optimizer (important: take the last version)
   - Creator Kit (go to Bethesda.net to get it)
   - SSEEdit
   - A zip archive creator. Personnaly, I use 7zip, but feel free to use your favorite one.

1. Extract the 4 zip files in a working folder. For the rest of this tutorial, I name this folder x:
2. Using SSE NIF Optimizer, convert all nif in x:\SexyBanditCaptives-File_01\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp and x:\SexyBanditCaptives-Patch_XXXX\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp, with the option "Head Parts Only" CHECKED!!!
3. Convert all nif in x:\SexyBanditCaptives-File_02\Data\meshes\..., with the option "Head Parts Only" UNCHECKED!!!
4. This step isn't mandatory, but as Blackbird Wanderer regularly releases new patches, it facilitate the conversion of the patch each time:
regroup the 3 main folders in one. There should be no overwrite.
5. Zip each folder, in a different archive for each. So you will end up with 2 zip files (one main for the 3 main files, and one for the patch).
6. Install the main mod and the patch in Skyrim. Begin with the main, then the patch. If using MO2, use the same name, and select merge (not replace) for the patch.
7. Open the Creator Kit. Set SexyBanditCaptives.esp as the active file. Wait for the CK to load, skip all the warning.
8. Save, this will transform the mod to the 44 form. Then close the CK.
9. The 4 steps bellow are mandatory, because the Tribal outfit has a texture 126x126 instead of 128x128 (Tribaldemleather_e.dds), which cause CTD when you are next one of the 6 captives that wear it.
Open SSEEdit, deselect all mods, then select SexyBanditCaptives.esp and load. Wait until you see "Background Loader: finished" in the bottom of the rigth panel.
10. Open [XX] SexyBanditCaptives.esp -> Non Player Character (Actor). Click on the column header "Name" to sort... by name ?
11. For each following NPC (Breya, Daloma, Fawn, Idonis, Lenore, Maya the Red) do this:
    a. Select it in the list.
    b. In the rigth panel, scroll-down until you reach the line "DOFT - Default outfit".
    c. Click in the rigth of the line (near the scroll bar) to change the pchsOutfit01_TribalSet oufit for another one.
    The first time, there will be a big warning pop-up. Don't be shy :-), click on "Yes I'm absolutely sure".
12. When finish with this 6 NPC to be sure you don't miss someone, search for pchsOutfit01_TribalSet in the Outfit list. Select-it, there should be no tab "Referenced by (X)" in the rigth panel. If there is one, open it to see what captives have this outfit, and change it for all of them.
13. Close SSEdit (save in SexyBanditCaptives.esp plugin)

14. Run LOOT, FNIS, launch the game, and enjoy rescuing/enslaving sexy bandit captives ☺️

 

Edit:

Blackbird Wanderer has removed any references to the bad tribal outfit texture, so the step 9 to 13 shouldn't be needed anymore.

  • 3 months later...
Posted

@DamnedFrog I have a question about steps 9-13 ...

Instead of all that, can I just use Photoshop with DDS plugin to resize Tribaldemleather_e.dds (and any related MSNs or whatever) to 128x128, instead of using SSEdit?

Posted
13 hours ago, neokio said:

@DamnedFrog I have a question about steps 9-13 ...

Instead of all that, can I just use Photoshop with DDS plugin to resize Tribaldemleather_e.dds (and any related MSNs or whatever) to 128x128, instead of using SSEdit?

Yes I suppose you can and it would fix the issue.

But in fact, it's not required anymore, because Blackbird Wanderer has remove any reference to this file since 2 or 3 patches.

Don't exactly remember in which patch, but if you grab the last one Blackbird Wanderer has just released - 0958 - it should be good.

 

Sorry, I forget to update my steps list. There is not lot of activities on this page, so I often forget it's exist ?

I will edit my previous post.

  • 2 weeks later...
Posted

Great to see this community is still active :) Great guide also. However I did all the steps above, but I get 1 Warning in FNIS at the end and thus the NPSs are in T-Pose. I only get the warning when SexyBanditCaptives.esp is active. Any clues where I might have screwed up?

 

Here is the FNIS log

 

Spoiler

FNIS Behavior V7.4.5 XXL   24.03.2019 15:47:00
Skyrim SE 64bit: 1.5.73.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "SKELETON Arm Fix"

Reading ZaZAnimationPack+ V8.00  ( 14 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 45 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading XPMSE V7.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
>>Warning: \character\behaviors\FNIS_SexyBanditCaptives_Behavior.hkx not Skyrim SE compatible<<
Reading SexyBanditCaptives V?.? ...
Reading SexLabTDFAggressiveProstitution V?.? ...
Reading SexLabCreature V1.63 ...
Reading SexLabAroused V2.9 ...
Reading SexLabAP V1.63 ...
Reading SexLab V1.63 ...
Reading PAHE V5  ( 0 furniture, 2 offset, 1 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading NibblesAnims V1.0 ...
Reading MiasLair V6.2 ...
Reading K4Anims V1.0 ...
Reading HCOSVore V1.0 ...
Reading HCOSBestiality V1.0 ...
Reading FunnyBizRape V11.0 ...
Reading FunnyBizNecro V10.0 ...
Reading FunnyBizCB V1.0 ...
Reading FunnyBizBound V12.0 ...
Reading FNISCreatureVersion V7.0 ...
Reading FNISBase V7.4.5 ...
Reading FlowerGirlsSE V2.3.0 ...
Reading FlowerGirls SE - BDSM V1.2.0 ...
Reading DeviousFollowers V1.00  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 34 alternate animations) ...
Reading Defeat V5  ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ...
Reading DDSL V4.0.0 ...
Reading DD3 V4.1.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 102 alternate animations) ...
Reading DD2 V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ...
Reading DD V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 493 alternate animations) ...
Reading Anubs Human V1.0 ...
Reading AnimationsByLeito_Furniture V1.0 ...
Reading AnimationsByLeito_Creatures V1.0 ...
Reading AnimationsByLeito_Aggressive V1.0 ...
Reading AnimationsByLeito V1.0 ...

All Anim Lists scanned. Generating Behavior Files...
Alternate Animation mods: 5 sets: 63 total groups: 287 added file slots: 2208 alternate files: 1123

Create Creature Behaviors ...
Reading HCOSWildlife V1.0 ...
Reading SexLabCreature V1.63 ...
Reading NibblesAnims V1.0 ...
Reading HCOSBestiality V1.0 ...
Reading AnimationsByLeito_Creatures V1.0 ...
Reading FunnyBizCB V1.0 ...
Reading K4Anims V?.? ...
Reading HCOSVore V1.0 ...

 10048 animations for 34 mods successfully included (character).
 1728 animations for 8 mods and 33 creatures successfully included..
 1 Warning(s).

 

Posted
4 hours ago, Teben said:

Any clues where I might have screwed up?

I would guess you didn't screw up anything and it's a LE/SE incompatibility.  The animation files borrowed from GS_Poses were a recent addition, and they are from a LE version of that mod.  I dont' know if there's a fundamental difference between the .hkx files for each Skyrim version or if they're identical and the difference is only the .esp.

 

I'm assuming these are the files you're talking about, because before the last couple of patches there was no need to run FNIS for SBC.

 

Ah, just saw it:

Quote

>>Warning: \character\behaviors\FNIS_SexyBanditCaptives_Behavior.hkx not Skyrim SE compatible<<

So that's your problem and I don't have SE, so I can only tell you what needs doing.  You'll have to run FNIS for modders (SE version?) on:

  • Data\meshes\actors\character\animations\SexyBanditCaptives\FNIS_SexyBanditCaptives_List.txt

in order to generate the correct FNIS_SexyBanditCaptives_Behavior.hkx file, then re-run FNIS for Users.

Posted

That seemed to work :) at least FNIS is not showing any warnings, I will try it out later. Thank you very much. Man, I must have been pretty tired when I posted before - I didn't even see the warning and was wondering that FNIS told me there was a warning, but didn't actually show one.

 

Again, thank you ;)

Posted

Sorry, I'm a bit late on this one (what?! not only on this one... yes i'ts true, I'm always late ☺️).

Instead of FNIS, you could also run HavokBehaviorPostProcess.exe which come with the CK for SSE I think.

You run it with a little bat file: ConvertHKXtoSkyrimSE.bat

Don't sure from where it came, here is the command inside:

For /R %%G in (*.HKX) do HavokBehaviorPostProcess.exe --platformamd64 "%%G" "%%G"

 

I think I should reedit my list of step to convert this mod...

 

By the way, Blackbird Wanderer, I have converted the 0958 patch and made a short test.

By luck, the first captive I found was Mara the Red. Who wear the tribal outfit that had caused CTD by the past, but I have no issue this time.

So you have fixed it, thank you.

First time I found Mara, she is very sexy, one of my favorite captives now ?

 

Posted
9 hours ago, DamnedFrog said:

Sorry, I'm a bit late on this one (what?! not only on this one... yes i'ts true, I'm always late ☺️).

Instead of FNIS, you could also run HavokBehaviorPostProcess.exe which come with the CK for SSE I think.

You run it with a little bat file: ConvertHKXtoSkyrimSE.bat

Don't sure from where it came, here is the command inside: 

For /R %%G in (*.HKX) do HavokBehaviorPostProcess.exe --platformamd64 "%%G" "%%G"

 

I did nearly 40 diffwrent conversions by my own. For private use, only.

 

The statement is partly wrong. You must run FNIS or the new animation will not work.  Running FNIS without converting will kill all animation. Vanilla included. Trust me I tried.?

 

These steps works  perfect for me.

 

1. unpack .archive (mandatory for .bsa).

2. run SSE NIf Optimizer without changing any option for all .nif

3. SSE Nif Optimzer with option "Head Parts Only" for head parts.

3. place converttoskyrimSE and HavokBehaviorPostProcess (from CK) in MOD\Data\Meshes\actors\character\animations and start the .bat file

4. repeat step 3 for MOD\Data\Meshes\actors\character\behaviors

5. delete file you placed in step 3 and 4 (optional)

6. pack mod. I prefer 7zip.

7. Install the new archive via mod manager

8. run FNIS with option "HKX file Compatibilty check" ON and check warning/error messages

9. enjoy

 

It is no mistake to read the tutorials on the sides linked.?

 

 

Posted
On 3/26/2019 at 3:03 AM, 5MHdxfn said:

I did nearly 40 diffwrent conversions by my own. For private use, only.

Well I near 40 too.

Mainly for private use, but I release a few (always with the original author permission).

On Nexus, 2 versions of Billyro's Claymore and McGrioghair's Great Kilt.

And the Succubus Race, at first on Nexus too. But after controversy with DragonJoe69 claiming I stole his conversion of the Animated Dragon Wings (which is false because after I denied me the right to use it even if Anton give his permission to use his original work, I convert them by myself), it's only available on the Nikitaa's site now.

 

For SBC, as Blackbird Wanderer think to do a conversion herself after the Oldrim version will reach a released status (for now it's still a beta), I won't publish anything.

But I'm here to help anyone who want to convert SBC for themself.

 

On 3/26/2019 at 3:03 AM, 5MHdxfn said:

The statement is partly wrong. You must run FNIS or the new animation will not work.  Running FNIS without converting will kill all animation. Vanilla included. Trust me I tried.?

I was just giving an alternative solution for converting the animations.

But you are totally right that one must ren FNIS before playing the game.

 

Quote

 

These steps works  perfect for me.

 

1. unpack .archive (mandatory for .bsa).

2. run SSE NIf Optimizer without changing any option for all .nif

3. SSE Nif Optimzer with option "Head Parts Only" for head parts.

3. place converttoskyrimSE and HavokBehaviorPostProcess (from CK) in MOD\Data\Meshes\actors\character\animations and start the .bat file

4. repeat step 3 for MOD\Data\Meshes\actors\character\behaviors

5. delete file you placed in step 3 and 4 (optional)

6. pack mod. I prefer 7zip.

7. Install the new archive via mod manager

8. run FNIS with option "HKX file Compatibilty check" ON and check warning/error messages

9. enjoy

 

It is no mistake to read the tutorials on the sides linked.?

 

I agree, reading/watching tutorials is the best thing to do at first.

It's how I learn to convert mods. And I still have lot of thing to learn.

 

Posted
On 3/28/2019 at 10:19 PM, DamnedFrog said:

For SBC, as Blackbird Wanderer think to do a conversion herself after the Oldrim version will reach a released status (for now it's still a beta), I won't publish anything.

But I'm here to help anyone who want to convert SBC for themself.


it will take a long time before this is ready for release, I guess. I have proble with the term beta, always. I am very old school. First you have to plan which features you want. When you have all features inside it is version 0.9.0. It all features are tested it is version 1.0.0. Most projects never ever get a fixed feature list. ?

Linux kernel never ever reached Version 1.0.0 and Windows is still beta ?

 

Does anybody tried to convert SBC girls to PAHE slave with patch 0958+? I always get the message "You lack the black soul gem". No matter how many I have in inventory. I reported this to Blackbird Wandere already but it not a high priority, at the moment.

Posted
20 hours ago, 5MHdxfn said:

Does anybody tried to convert SBC girls to PAHE slave with patch 0958+? I always get the message "You lack the black soul gem". No matter how many I have in inventory. I reported this to Blackbird Wandere already but it not a high priority, at the moment.

I already responded to this on the main thread; perhaps you missed it.  It's an incompatibility with SSE, however, I posted a modified script that if you substitute into your Data/Scripts folder it will bypass the Black Soul Gem requirement.

 

Here it is again:

pchsPAHEnslave.pex

Posted
On 3/30/2019 at 7:22 PM, 5MHdxfn said:

I guess. I have proble with the term beta, always. I am very old school. 

I chose to not split hairs over the naming convention, where something less than 0.9 would turn some off to trying out the quite playable mod.  There are others who have bemoaned that I haven't declared 1.0 and that somehow means the mod is "unstable" somehow.  Either approach doesn't change the state of the mod, and "a rose by any other name," etc.

Posted
18 hours ago, Blackbird Wanderer said:

I already responded to this on the main thread; perhaps you missed it.  It's an incompatibility with SSE, however,

You got me wrong. Sorry. I tried to get more feedback. To make it easier to find the reason. I can't belive Bethesda made it impossible. I hope another kind of code will work in both version.

 

I am running with a mod which does the same you intent to do. Pay with black soul gem (or dragon soul). I works in SE. (Death Alternative)

I tried to find the script but I do not known Papyrus to the heart.  (And I am not able to uploadfiles) :flushed:

 

Looks like complete task, use Perk , Dragon soul or Black soul gem

Spoiler

;/ Decompiled by Champollion V1.0.1
Source   : daymoyl_OnBleedoutAbsorbSoul.psc
Modified : 2014-07-19 07:34:51
Compiled : 2016-01-30 17:26:56
User     : Harawada
Computer : HARAWADA-PC
/;
scriptName daymoyl_onbleedoutabsorbsoul extends daymoyl_questtemplate hidden

;-- Properties --------------------------------------
soulgem property FilledBlackSoulGem auto
effectshader property SoulTrapCastActFXS auto
sound property MAGMysticismSoulTrapCapture auto
sound property NPCDragonDeathSequenceExplosion auto
imagespacemodifier property SoulTrapTakingImod auto
effectshader property HealFXS auto
perk property AvoidDeath auto
globalvariable property GameDaysPassed auto
globalvariable property PerkAvoidDeathTimer auto
effectshader property DragonPowerAbsorbFXS auto
message property Choice auto

;-- Variables ---------------------------------------
Int cidx

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

; Skipped compiler generated GetState

Bool function QuestCondition(Location akLocation, Actor akAggressor, Actor akFollower)

    cidx = -1
    Actor akPlayer = game.GetPlayer()
    if akPlayer.GetItemCount(FilledBlackSoulGem as form) > 0 || akPlayer.GetActorValue("DragonSouls") > 0 as Float || akPlayer.HasPerk(AvoidDeath) && PerkAvoidDeathTimer.GetValue() < GameDaysPassed.GetValue()
        cidx = Choice.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000)
        return cidx <= 2
    else
        return false
    endIf
endFunction

; Skipped compiler generated GotoState

Bool function QuestStart(Location akLocation, Actor akAggressor, Actor akFollower)

    Actor akPlayer = game.GetPlayer()
    if cidx == 0
        self.SendModEvent("da_StartRecoverSequence", "", 9999.00)
        akPlayer.RemoveItem(FilledBlackSoulGem as form, 1, false, none)
        MAGMysticismSoulTrapCapture.play(akPlayer as objectreference)
        SoulTrapTakingImod.apply(1.00000)
        SoulTrapCastActFXS.play(akPlayer as objectreference, 3 as Float)
        return true
    elseIf cidx == 1
        self.SendModEvent("da_StartRecoverSequence", "", 9999.00)
        akPlayer.ModActorValue("DragonSouls", -1 as Float)
        NPCDragonDeathSequenceExplosion.play(akPlayer as objectreference)
        DragonPowerAbsorbFXS.play(akPlayer as objectreference, 9 as Float)
        return true
    elseIf cidx == 2
        self.SendModEvent("da_StartRecoverSequence", "", 250.000)
        PerkAvoidDeathTimer.SetValue(GameDaysPassed.GetValue() + 1.00000)
        HealFXS.play(akPlayer as objectreference, 5 as Float)
        return true
    else
        return false
    endIf
endFunction

 

Pay dragonsoul maybe to start FX, only.

Spoiler

;/ Decompiled by Champollion V1.0.1
Source   : daymoyl_DragonSoulScript.psc
Modified : 2014-01-22 14:23:45
Compiled : 2016-01-30 17:25:35
User     : Harawada
Computer : HARAWADA-PC
/;
scriptName daymoyl_dragonsoulscript extends ObjectReference

;-- Properties --------------------------------------
miscobject property DragonSoul auto
effectshader property DragonPowerAbsorbFXS auto

;-- Variables ---------------------------------------

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

function OnActivate(ObjectReference akActionRef)

    actor akPlayer = game.GetPlayer()
    if akActionRef == akPlayer as ObjectReference
        Int count = akPlayer.GetItemCount(DragonSoul as form)
        akPlayer.RemoveItem(DragonSoul as form, count, false, none)
        akPlayer.ModActorValue("DragonSouls", count as Float)
        DragonPowerAbsorbFXS.Play(akPlayer as ObjectReference, 6.00000)
    endIf
endFunction

; Skipped compiler generated GetState

function OnEquipped(actor akActor)

    actor akPlayer = game.GetPlayer()
    if akActor == akPlayer
        Int count = akPlayer.GetItemCount(DragonSoul as form)
        akPlayer.RemoveItem(DragonSoul as form, count, false, none)
        akPlayer.ModActorValue("DragonSouls", count as Float)
        DragonPowerAbsorbFXS.Play(akPlayer as ObjectReference, 6.00000)
    endIf
endFunction

; Skipped compiler generated GotoState

 

 

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