5MHdxfn Posted April 1, 2019 Posted April 1, 2019 3 hours ago, Blackbird Wanderer said: I chose to not split hairs over the naming convention I wrote it wrong, again. I wanted to say: "your mod is past beta but not complete, yet." Sorry. In Linux terms complet and without any issue in Version 1.0.0. In Windows terms the same numer says: "Early alpha. Never to be released into the wild. "
Blackbird Wanderer Posted April 1, 2019 Author Posted April 1, 2019 5 hours ago, 5MHdxfn said: 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) Looks like complete task, use Perk , Dragon soul or Black soul gem Hide contents ;/ 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. Hide contents ;/ 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 The issue wasn’t with the soul gem, but with the engine recognizing the Player alias to then check the inventory. I don’t know (yet) how to work around that. The key element in the script from the other mod you posted is: actor akPlayer = game.GetPlayer() but that's effectively the same code I used in the original version of the script that produced the errors.
Dcasteel7 Posted May 1, 2019 Posted May 1, 2019 On 11/21/2018 at 10:12 PM, DamnedFrog said: 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. SBC File 3 isnt listed on your steps as being need to go through NIF. What should we do with file 3?
DamnedFrog Posted May 1, 2019 Posted May 1, 2019 1 hour ago, Dcasteel7 said: SBC File 3 isnt listed on your steps as being need to go through NIF. What should we do with file 3? I was about to write that there are only textures in this file, and that generally, you don't have anything to do with textures to work with SSE (well, I think you may compress some, but as far as I know, it's not mandatory). But I just found a mesh in it: Skirt B_1.nif. But it's not in the right folder, it's under "textures" and not "meshes". So I don't think this one will be used by the game. Notice that this nif is also in the file 02, under the folder "meshes", so this one will be used. And it should be optimized during the step 3, so it should be good. Last thing. I have written that textures should work fine with SSE. It's not totally true. There was an issue with the file Tribaldemleather_e.dds, which is 126x126 and not a power of 2, and SSE didn't handle it very well (it crash...). But Blackbird Wanderer remove any reference of it, so you shouldn't have to worry about anymore.
Dcasteel7 Posted May 1, 2019 Posted May 1, 2019 Ive also followed your tutorial for conversion and have made it to step 7/8. I skipped all warnings. But when I try to save the plugin, a window pops up saying there are warnings that need to be fixed or something.
DamnedFrog Posted May 2, 2019 Posted May 2, 2019 21 hours ago, Dcasteel7 said: Ive also followed your tutorial for conversion and have made it to step 7/8. I skipped all warnings. But when I try to save the plugin, a window pops up saying there are warnings that need to be fixed or something. Strange, I don't remember this warning when I converted the plugin. Anyway, there is a new version of the ESP with each patch, so I don't think this would be an issue. Unless you have this message with the last patch (0962). I don't have the time to convert it yet, I will try as soon as I can.
DamnedFrog Posted May 2, 2019 Posted May 2, 2019 I have found the time to convert the ESP from the 0962 patch, and I don't get the message. But, I use the previous CK (the version before the last game update by Bethesda) because I use the CK fix mod, and it's not compatible with the new version. Do you use the last CK version ? The previous ? With the CK fix mod ? And do you try to convert the last patch ?
Blackbird Wanderer Posted May 2, 2019 Author Posted May 2, 2019 20 minutes ago, DamnedFrog said: Do you use the last CK version ? The previous ? With the CK fix mod ? And do you try to convert the last patch ? I appear to be using CK version 1.9.36.0 No idea if that's the latest or an earlier, but I suspect it's not the latest. I haven't tried to convert anything to date. What does it involve?
beurp99 Posted May 2, 2019 Posted May 2, 2019 Load it with there master, and save it. But there are much to do when the plugin as a bsa.
DamnedFrog Posted May 8, 2019 Posted May 8, 2019 On 5/2/2019 at 12:01 AM, Blackbird Wanderer said: I appear to be using CK version 1.9.36.0 No idea if that's the latest or an earlier, but I suspect it's not the latest. I haven't tried to convert anything to date. What does it involve? It's the CK for SSE. The last version is 1.5.73, but I still use the 1.5.3 version. Because there a mod for SSE that fix a lot of issues with the CK, but it's not compatible with the last version of the CK. Well the conversion involve the 8 firsts steps I have listed (the 5 lasts aren't required anymore since you removed references to the Tribaldemleather_e.dds texture). For the last step, the conversion of the ESP from the 43 Oldrim form to the 44 SSE one, you need to open and resave the ESP with the CK for SSE, not the one for Oldrim.
Skata20 Posted June 18, 2019 Posted June 18, 2019 Hello there! Do we have any updates on this mods progress?
Blackbird Wanderer Posted June 18, 2019 Author Posted June 18, 2019 4 hours ago, Skata20 said: Hello there! Do we have any updates on this mods progress? Read post #28 above. You have to convert it yourself at this point. For SSE, it's not a mod itself exactly, but a conversion to SE from a rapidly changing beta-LE version. 1
DamnedFrog Posted June 18, 2019 Posted June 18, 2019 12 hours ago, Skata20 said: Hello there! Do we have any updates on this mods progress? Sorry, I'm not very active on SBV at this moment. As WB stat, the origanl mos is still a WIP. So no SSE version available. But you can convert it your self. I have highjacked my first psot on this thread with the instructions to convet it. It's the 3th post now.
Skata20 Posted June 18, 2019 Posted June 18, 2019 Yes I read it! I think I installed everything correctly... I even took the Apatchi esp and made it to form 44 because I use Apatchi. One question though. How can I know if this mod has been installed correctly? Please dont' tell me there is an MCM because I don't see it...
DamnedFrog Posted June 19, 2019 Posted June 19, 2019 2 hours ago, Skata20 said: Yes I read it! I think I installed everything correctly... I even took the Apatchi esp and made it to form 44 because I use Apatchi. One question though. How can I know if this mod has been installed correctly? Please dont' tell me there is an MCM because I don't see it... Just go to the MC... no, just joking ?, this mod doesn't have an MCM. Go to the Belethor's shop in Whiterun. On his desk, you should found a "curious note". There is another one in the Riverwood Trader, but I never found it (it's not on the desk of Lucan, and I never searched the house from top to bottom to found it...). And I think there may be a couple of others, but I don't know where). To test the mod, I always begin a new game with Alternative Start, with the Brezeehome owner start. So I juste have to run to Belethor to found the note and start the mod. Reading the note active the mod => after a few seconds (be patient, it's not instantaneous, at least not on my potato laptop) you should see a message in the upper left saying SBC is placing captives. After 2-3 minutes, you should have a message box listing the number of sites from the various bandit mods recognized by SBC that you have installed (vanilla game, More Bandit Camps, More Bandit Encampments, The Watchtowers Reborn), and the number of captives placed. You don't know in which site the captives are, so the fun begin, you have to found them ☺️. There are more camps (up to 192! if you have all the bandit mods installed)) than captives (68 for now), and some sites could have more than 1 captive. So don't be surprised if you run in a number of them where there are no captive. It's doesn't mean that the mod didn't start (if you had the message, it has started) but just that you are unlucky ?. And others where you may found 2 or 3 of them. 1
Skata20 Posted June 19, 2019 Posted June 19, 2019 12 hours ago, DamnedFrog said: Just go to the MC... no, just joking ?, this mod doesn't have an MCM. Go to the Belethor's shop in Whiterun. On his desk, you should found a "curious note". There is another one in the Riverwood Trader, but I never found it (it's not on the desk of Lucan, and I never searched the house from top to bottom to found it...). And I think there may be a couple of others, but I don't know where). To test the mod, I always begin a new game with Alternative Start, with the Brezeehome owner start. So I juste have to run to Belethor to found the note and start the mod. Reading the note active the mod => after a few seconds (be patient, it's not instantaneous, at least not on my potato laptop) you should see a message in the upper left saying SBC is placing captives. After 2-3 minutes, you should have a message box listing the number of sites from the various bandit mods recognized by SBC that you have installed (vanilla game, More Bandit Camps, More Bandit Encampments, The Watchtowers Reborn), and the number of captives placed. You don't know in which site the captives are, so the fun begin, you have to found them ☺️. There are more camps (up to 192! if you have all the bandit mods installed)) than captives (68 for now), and some sites could have more than 1 captive. So don't be surprised if you run in a number of them where there are no captive. It's doesn't mean that the mod didn't start (if you had the message, it has started) but just that you are unlucky ?. And others where you may found 2 or 3 of them. Thanks a lot! I found the note and I installed it... I am sad though because it doesn't recognize that I have More Bandit Camps... Maybe it's because it's looking for the Oldrim one?
Blackbird Wanderer Posted June 19, 2019 Author Posted June 19, 2019 3 hours ago, Skata20 said: Thanks a lot! I found the note and I installed it... I am sad though because it doesn't recognize that I have More Bandit Camps... Maybe it's because it's looking for the Oldrim one? Spoiler Try changing the name of your .esp for More Bandit Camps to "MoreBanditCamps(Explorer'sEdition).esp", then do Capitve placement again. If you're already too far to go back to that save point, I can tell you how to re-do it via the console. Or try substituting this script in this post into your Data/Scripts folder. You weren't the first to have this problem with SSE version of MBC. 1
Skata20 Posted June 19, 2019 Posted June 19, 2019 54 minutes ago, Blackbird Wanderer said: Try changing the name of your .esp for More Bandit Camps to "MoreBanditCamps(Explorer'sEdition).esp", then do Capitve placement again. If you're already too far to go back to that save point, I can tell you how to re-do it via the console. Or try substituting this script in this post into your Data/Scripts folder. You weren't the first to have this problem with SSE version of MBC. Damn I just deleted my previous save... Please tell me how to re-do it
Blackbird Wanderer Posted June 19, 2019 Author Posted June 19, 2019 57 minutes ago, Skata20 said: Damn I just deleted my previous save... Please tell me how to re-do it Ok, but this will reshuffle all Captives you may have already dealt with unless you tag them as SBCCaptiveFaction = 100. Console commands as follows: Stopquest SBCMain Set SBCCaptivesPlaced to 0 Startquest SBCMain This should re-initiate the sequence, but it won't help MBC unless you've either applied the name change, or the substitute .PEX script file as a fix.
Skata20 Posted June 19, 2019 Posted June 19, 2019 29 minutes ago, Blackbird Wanderer said: Ok, but this will reshuffle all Captives you may have already dealt with unless you tag them as SBCCaptiveFaction = 100. Console commands as follows: Stopquest SBCMain Set SBCCaptivesPlaced to 0 Startquest SBCMain This should re-initiate the sequence, but it won't help MBC unless you've either applied the name change, or the substitute .PEX script file as a fix. Thank you! I added the script, did all the console commands and it detected it
Blackbird Wanderer Posted June 19, 2019 Author Posted June 19, 2019 8 minutes ago, Skata20 said: Thank you! I added the script, did all the console commands and it detected it Good! That also counts as a successful pre-release test of the new script.
Skata20 Posted June 19, 2019 Posted June 19, 2019 2 hours ago, Blackbird Wanderer said: Good! That also counts as a successful pre-release test of the new script. In case I didn't mention, I didn't change the name of the More Bandits esp at all... I just added the script. The name remains "MoreBanditCamps.esp".
Blackbird Wanderer Posted June 19, 2019 Author Posted June 19, 2019 1 minute ago, Skata20 said: In case I didn't mention, I didn't change the name of the More Bandits esp at all... I just added the script. The name remains "MoreBanditCamps.esp". If figured that. That's what I accounted for in that updated script. There are three filename variants, 2 for LE and that 1 for SE. 1
Skata20 Posted June 23, 2019 Posted June 23, 2019 Hello again! First of all allow me to say that this topic should be at the Special Edition section so more people can see it and try it out Second, if I want to provide feedback should I do it here or in the original topic?
Blackbird Wanderer Posted June 23, 2019 Author Posted June 23, 2019 21 minutes ago, Skata20 said: Hello again! First of all allow me to say that this topic should be at the Special Edition section so more people can see it and try it out Second, if I want to provide feedback should I do it here or in the original topic? Ok, but I'm not sure how I move it. It's already tagged SSE so it should come up in people's searches. Also, since I've not released anything SSE yet, this is more of a boutique topic at present. Feedback on content is welcome, but better suited to the main support thread where my major contributors from the LE side can see everything too. Also, many of them may answer a question before I can get to it so the responsiveness is better. Welcome to the Bandit Campers. 1
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