Skata20 Posted June 24, 2019 Posted June 24, 2019 So everything was fine until I decided to uninstall SLSO from my game. After that every NPC was frozen and I couldn’t fix it. Then I saw the fnis logs say: >>Warning:\character\behaviors\FNIS_SexyBanditCaptives_Behavior.hkx not Skyrim SE compatible<<Reading SexyBanditCaptives V?.? ...Number of animations for SexyBanditCaptives: 18 Total non-AA: 9027 Total AA: 0 I disabled SBC, ran fnis again and my game works again... it makes no sense for me.
Blackbird Wanderer Posted June 24, 2019 Author Posted June 24, 2019 2 hours ago, Skata20 said: >>Warning:\character\behaviors\FNIS_SexyBanditCaptives_Behavior.hkx not Skyrim SE compatible<< Sounds like you need to rebuild the Behavior.hkx file using the FNIS for Modders program that comes with FNIS and is also built into MO2. I have next to no experience with SE, and what little I have done was nothing but frustrating so that's about as much help as I can offer.
Skata20 Posted June 24, 2019 Posted June 24, 2019 1 hour ago, Blackbird Wanderer said: Sounds like you need to rebuild the Behavior.hkx file using the FNIS for Modders program that comes with FNIS and is also built into MO2. I have next to no experience with SE, and what little I have done was nothing but frustrating so that's about as much help as I can offer. Actually it was kinda easy and I was dumb not to think about it in the beginning... The patch file has animations in it which MUST be converted to Special Edition or there will be issues. I use Cathedral Assets Optimizer not only for the animations but for the meshes as well, so the Nif Optimiser is kind of redundant. Everything is working as intended
Skata20 Posted July 1, 2019 Posted July 1, 2019 Hey guys... I need your help because I am losing my mind.... I have a problem with the faces. I did EVERYTHING in post #28, with the addition of the animation conversion with Cathedral Assets. My problem is the hairstyle. There are 2 options: I converted the meshes that were in the first required file, with Head parts checked. Now, if I don't install the Apachii addon, the girls will be bald with black faces. If I do install the apachii addon, THIS happens: https://imgur.com/a/awh8LM3 The second option, was to convert and install the KS Hairdo meshes, which I did. They work perfectly from afar! But they give me instant CTD when I approach the bandit. I have tried everything and I am losing it!!! Any advice is welcomed! Yes, I do have both Apachii SE and KS Hairdos SE.
tweetbotter Posted July 30, 2019 Posted July 30, 2019 On 7/1/2019 at 4:36 PM, Skata20 said: Hey guys... I need your help because I am losing my mind.... I have a problem with the faces. I did EVERYTHING in post #28, with the addition of the animation conversion with Cathedral Assets. My problem is the hairstyle. There are 2 options: I converted the meshes that were in the first required file, with Head parts checked. Now, if I don't install the Apachii addon, the girls will be bald with black faces. If I do install the apachii addon, THIS happens: https://imgur.com/a/awh8LM3 The second option, was to convert and install the KS Hairdo meshes, which I did. They work perfectly from afar! But they give me instant CTD when I approach the bandit. I have tried everything and I am losing it!!! Any advice is welcomed! Yes, I do have both Apachii SE and KS Hairdos SE. I thought the whole point of requiring the original mods as masters was you wouldn't have to convert the individual ones yourself-they just take SSE versions from the KS mod? Or is that not how it works? I know that mods like Bijin don't require the original hair mods to be installed, but mods like Immersive Wenches does require them-doesn't SCB work like Immersive Wenches? I am thinking about doing this SSE conversion as well. But I have SSE CBBE Special installed so far-I am hoping to just replace the female body meshes with my CBBE ones if possible.
Blackbird Wanderer Posted August 2, 2019 Author Posted August 2, 2019 I'm getting enough questions about SSE compatibility that I'm reluctantly thinking of posting an SSE version if it can be done without too much fuss. i.e., If one of you can provide the converted NIFs, I can package and post. Reading through the directions, that seems to be the only thing changed, right? I didn't understand the load/save step of the .ESP file since nothing changed. 1
beurp99 Posted August 2, 2019 Posted August 2, 2019 Here we are animation mesh and texture optimised with Cathedral. SBCapt_MeshText_Opt_SSE.rar load save step is because bethesda have made change to the file format without changing the extension... some mod seem ok and other dont work without converting. But its why just loading it and resaving it inside the ck update the files. 1
Blackbird Wanderer Posted August 2, 2019 Author Posted August 2, 2019 17 minutes ago, beurp99 said: Here we are animation mesh and texture optimised with Cathedral. SBCapt_MeshText_Opt_SSE.rar 213.17 MB · 0 downloads load save step is because bethesda have made change to the file format without changing the extension... some mod seem ok and other dont work without converting. But its why just loading it and resaving it inside the ck update the files. Awesome; thanks! 2
Malphias Posted August 8, 2019 Posted August 8, 2019 If an SSE version is made, I'm in. Would love to have this in my game.
KCOLL Posted August 9, 2019 Posted August 9, 2019 been waiting passionately for a release of sexy captives SE to rescue for a long time now and will willingly wait longer if i have to. but i have a question why just bandit camps ? i hate going threw the forts and all i do is kill a bandit or mage in the prison that is empty no captives to rescue is there a reason some captives could not be put in these empty prisons
Blackbird Wanderer Posted August 9, 2019 Author Posted August 9, 2019 10 hours ago, KCOLL said: been waiting passionately for a release of sexy captives SE to rescue for a long time now and will willingly wait longer if i have to. but i have a question why just bandit camps ? i hate going threw the forts and all i do is kill a bandit or mage in the prison that is empty no captives to rescue is there a reason some captives could not be put in these empty prisons Good question. There is a developing story behind the curtain that will eventually turn into an embedded quest. It involves the creator/distributor of the restraints working with Bandit groups. For the forts occupied by mages this just didn't make sense. Other sites are not respawning and were discounted for this reason. In the near future I'll change how Captives are placed, and it will be done similar to radiant quests. Once that is operating, some of the additional sites, even those that do not respawn, will become viable.
tweetbotter Posted August 9, 2019 Posted August 9, 2019 1 hour ago, Blackbird Wanderer said: Good question. There is a developing story behind the curtain that will eventually turn into an embedded quest. It involves the creator/distributor of the restraints working with Bandit groups. For the forts occupied by mages this just didn't make sense. Other sites are not respawning and were discounted for this reason. In the near future I'll change how Captives are placed, and it will be done similar to radiant quests. Once that is operating, some of the additional sites, even those that do not respawn, will become viable. What?? An actual embedded quest? Can't wait
KCOLL Posted August 9, 2019 Posted August 9, 2019 ok a quest will be welcome more then one excellent. pretty captives to rescue in bandit camps, maybe fort prisons and maybe bandit caves? forgot about bandits in caves! any idea for a date when a passable rough working SBC SE will accidentally appear ??
KCOLL Posted August 9, 2019 Posted August 9, 2019 As long as they dont abduct any of my beautiful followers then i would have to get mean
DamnedFrog Posted August 10, 2019 Posted August 10, 2019 3 hours ago, KCOLL said: ok a quest will be welcome more then one excellent. pretty captives to rescue in bandit camps, maybe fort prisons and maybe bandit caves? forgot about bandits in caves! any idea for a date when a passable rough working SBC SE will accidentally appear ?? I believe Blackbird Wanderer still wants to do a lot of things in her LE mod, before even thinking about a SSE version. But meanwhile, you could convert it yourself. I put all the instructions here: Required 1 hour or 2 the first time, especially if you have never done any conversion to SSE before. But it's not so difficult, you just have to be meticulous. After you first conversion, if you keep the main 3 converted files apart, you just need to convert the new patch every time WB releases one. Which really takes a lot less time (about 1/2h).
KCOLL Posted August 10, 2019 Posted August 10, 2019 oh boy i barely can keep my load order alive! but have been reading a little about conversion maybe its time to take the dive. absolutly no computer program skills but i can build you the kickass machine
Addramyr Posted August 19, 2019 Posted August 19, 2019 Anyone managed to get around the instant CTD when you get close to a captive?
DamnedFrog Posted August 20, 2019 Posted August 20, 2019 17 hours ago, Addramyr said: Anyone managed to get around the instant CTD when you get close to a captive? It's sound like a mesh (nif file) not converted. Did you convert all the meshes? WARNING: the meshes for the head (that include hair and eyes) MUST be converted with the "head part only" option checked. And all the other meshes, with that option unchecked. So this is a 2 steps process, you can't convert all the meshes at one. Take the head meshes apart, and convert them with the "head part" option. Then take all the other meshes and convert them without this option. Finally, put back the head meshes.
Addramyr Posted August 20, 2019 Posted August 20, 2019 4 hours ago, DamnedFrog said: It's sound like a mesh (nif file) not converted. Did you convert all the meshes? WARNING: the meshes for the head (that include hair and eyes) MUST be converted with the "head part only" option checked. And all the other meshes, with that option unchecked. So this is a 2 steps process, you can't convert all the meshes at one. Take the head meshes apart, and convert them with the "head part" option. Then take all the other meshes and convert them without this option. Finally, put back the head meshes. I re-attempted the NIF changes with the following settings: SexyBanditCaptives-File_01\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp - Head Parts Only Checked SexyBanditCaptives-Patch_0963\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp - Head Parts Only Checked SexyBanditCaptives-File_02\Data\meshes\... - Head Parts Only Unchecked Reloaded the game, and crashed as soon as i moved up the stairs in Spoiler White River Watch Even after that i went back an checked... found some more in SexyBanditCaptives-Patch_0963\Data\meshes\clothes - Head Parts Only Unchecked SexyBanditCaptives-Patch_0963\Data\meshes\actors\character\character assets\SOS\SBC-UNP - Head Parts Only Unchecked Still with no luck, anyone got any ideas?
fred200 Posted September 2, 2019 Posted September 2, 2019 On 8/20/2019 at 12:30 PM, Addramyr said: I re-attempted the NIF changes with the following settings: SexyBanditCaptives-File_01\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp - Head Parts Only Checked SexyBanditCaptives-Patch_0963\Data\meshes\actors\character\facegendata\facegeom\SexyBanditCaptives.esp - Head Parts Only Checked SexyBanditCaptives-File_02\Data\meshes\... - Head Parts Only Unchecked Reloaded the game, and crashed as soon as i moved up the stairs in Reveal hidden contents White River Watch Even after that i went back an checked... found some more in SexyBanditCaptives-Patch_0963\Data\meshes\clothes - Head Parts Only Unchecked SexyBanditCaptives-Patch_0963\Data\meshes\actors\character\character assets\SOS\SBC-UNP - Head Parts Only Unchecked Still with no luck, anyone got any ideas? You can't do it that way... Nif Optimizer does the directory you select - and all directories under that. Your third step messed up your first two. If worse comes to worce, you can delete all the facegendata directories - and recreate them in the CK. "Export facegen data".
tweetbotter Posted September 3, 2019 Posted September 3, 2019 On 8/2/2019 at 2:51 PM, beurp99 said: Here we are animation mesh and texture optimised with Cathedral. SBCapt_MeshText_Opt_SSE.rar 213.17 MB · 10 downloads load save step is because bethesda have made change to the file format without changing the extension... some mod seem ok and other dont work without converting. But its why just loading it and resaving it inside the ck update the files. Thanks for this! I converted my meshes and textures, also using Cathedral, but have been getting a crash trying to leave Whiterun. Yours so far allowed me to escape Whiterun at least. 1) are yours converted UUNP meshes? I copied over the optional CBBE files first-that may have been part of the issue.
KCOLL Posted September 11, 2019 Posted September 11, 2019 well i did it my first LE to SE conversion! It took about 7 or 8 try and now running beautifully!! what a nice little mod. what i used was Sexy Bandit Captives-AIO_v970b_trial converted the nifs as instructed with sse nif optimizer then added the SBCapt_MeshText_Opt_sse meshes and textures already converted to the AIO file. Then 7ziped the file transferred it to MO2 and installed and it worked of course i had no hair and black faces i just added SBC KSHair Conversion_v0970d file unconverted to MO2 and installed and presto ii have hair and nice faces. Not one issue after about 10 hrs of play. I had tried the instructions on page one. converted the files as instructed i never got creation kit to function would never load active esp to many masters error. Also finus would always complain about HKX files needing conversion or errors.
KCOLL Posted September 11, 2019 Posted September 11, 2019 is it possible to have bleed out on bandits to capture them then you could take them to jarl for bounty? I think it would be a nice little twist
tweetbotter Posted September 11, 2019 Posted September 11, 2019 24 minutes ago, KCOLL said: well i did it my first LE to SE conversion! It took about 7 or 8 try and now running beautifully!! what a nice little mod. what i used was Sexy Bandit Captives-AIO_v970b_trial converted the nifs as instructed with sse nif optimizer then added the SBCapt_MeshText_Opt_sse meshes and textures already converted to the AIO file. Then 7ziped the file transferred it to MO2 and installed and it worked of course i had no hair and black faces i just added SBC KSHair Conversion_v0970d file unconverted to MO2 and installed and presto ii have hair and nice faces. Not one issue after about 10 hrs of play. I had tried the instructions on page one. converted the files as instructed i never got creation kit to function would never load active esp to many masters error. Also finus would always complain about HKX files needing conversion or errors. One thing I just noticed about the SBCapt_MeshText_Opt_SSE file-it converts the HKX animations as well (which is great), but the latest AIO_V970 beta has a ton more animations that need to be converted...I tried in Cathedral Assets Optimizer to convert the extra animations but am getting T-Poses now. Maybe I should have just left them alone, lol.
KCOLL Posted September 11, 2019 Posted September 11, 2019 a new release been waiting for that she said it was close. now if that kind person who knows cathedral assets is hard at work. bliss for me blessed is she (or whomever)
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