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Posted
16 hours 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.

Not often I see good news or a success story on this thread and you've provided both!

 

For any future updates it should be easy to move your already converted meshes over.  The one you're likely missing right now is for Fawn (RefID xx069708) but it's contained here if you want to extract and convert it as well.  Check what you've already got first.

SBC KSHair Conversion_v0970d(Optional).7z

Posted

my conversion useing everyone's fantastic updates of SBC Mod and the mesh texture conversions also the hair ended up being a well functioning complete mod for SSE. I thank and commend everyone for their work!! im useiing SBC along with Enemy variations wenches it doubles triples the number of bandits in the camps it is a take on the hateful forgotten judgment wenches theme makes things difficult but satisfying cleaning out a bandit camp and SBC adds a nice reward  like a cherry on top

Posted

Hello ppl

 

I got everything working great in SSE (thanks to post #28) apart from the KSHair conversion. Is it possible that someone could share their successful KSHair conversion so my captives could have some hair?

Posted
5 hours ago, Flanker69 said:

Hello ppl

 

I got everything working great in SSE (thanks to post #28) apart from the KSHair conversion. Is it possible that someone could share their successful KSHair conversion so my captives could have some hair?

Have you tried what is already posted in #57?

Posted
1 hour ago, Blackbird Wanderer said:

Have you tried what is already posted in #57?

Thanks for answering, but yes., already did that (a couple of times) Imported the .esp's into CK and saved again (after adjusting a value then removing my adjustment) to get the mod to form 44

 

I'll clarify the steps I took:

1 - download all the latest 0970 files for Skyrim LE

2 - unpack the files with 7zip

3 - convert the unpacked archives with either NIF optimizer or Cathedral Assets Optimizer (tried both)

4 - repackage the archives

5 - install the archives into MO2, with the Merge option starting with master file, then KShair.

6 - Open CK (which is the latest version as of yesterday from Bethesda), mark SexyBanditCaptives.esp as active, change a value then save the mod

7 - Open CK again, this time with the file SexyBanditCaptives_KSHair.esp marked as active, change a value then save file

8 - Try it out in SSE

And, everything seems to work great. Placement of captives, conversation options and everything else I tried.

Everything except the hairs

 

What am I doing wrong?

Posted
2 hours ago, Flanker69 said:

Thanks for answering, but yes., already did that (a couple of times) Imported the .esp's into CK and saved again (after adjusting a value then removing my adjustment) to get the mod to form 44

 

I'll clarify the steps I took:

1 - download all the latest 0970 files for Skyrim LE

2 - unpack the files with 7zip

3 - convert the unpacked archives with either NIF optimizer or Cathedral Assets Optimizer (tried both)

4 - repackage the archives

5 - install the archives into MO2, with the Merge option starting with master file, then KShair.

6 - Open CK (which is the latest version as of yesterday from Bethesda), mark SexyBanditCaptives.esp as active, change a value then save the mod

7 - Open CK again, this time with the file SexyBanditCaptives_KSHair.esp marked as active, change a value then save file

8 - Try it out in SSE

And, everything seems to work great. Placement of captives, conversation options and everything else I tried.

Everything except the hairs

 

What am I doing wrong?

 

The KSHair file actually replaces all the NIFs in the 0970 files-so if you converted the 0970 files, then overwrote with the KSHair files, you replaced them all with the LE versions.

 

Open the KSHair file, and use NIF Optimizer on that folder.  

 

Also, if you are using MO2, I think if you just install 0970, and then merge KSHairs into the same folder, it should overwrite the necessary files. Then you can run NIF optimizer once.  You also don't need to pack/unpack if you installed via MO2-you should just see the folders in the mods folder.  Just don't run Cathedral Assets (or NIF Optimizer I assume) while MO2 is running. 

 

Edit: Also, did you successfully convert all the HKX animation files using Cathedral? I seem to be having trouble with this step this time.  

Posted

Thank you both Blackbird Wanderer and Twitterbutter for your support, but despite a number of iterations I never got KSHair to work. Apachii however works without any problems.

Posted
20 minutes ago, Flanker69 said:

Thank you both Blackbird Wanderer and Twitterbutter for your support, but despite a number of iterations I never got KSHair to work. Apachii however works without any problems.

Curious, because I believe several others have successfully converted the files for SSE with the KS-Hair conversion.

Posted
18 hours ago, Flanker69 said:

Hello ppl

 

I got everything working great in SSE (thanks to post #28) apart from the KSHair conversion. Is it possible that someone could share their successful KSHair conversion so my captives could have some hair?

is not   KS hairs conversion already converted nif,s and everything already done just add it to  mo2 that  was what  worked for me no conversion of ks hair i just added to mo2 as a separate  plugin  and installed

Posted
13 hours ago, twitterbutter said:

Edit: Also, did you successfully convert all the HKX animation files using Cathedral? I seem to be having trouble with this step this time.  

During my testing, I never got Cathedral to successfully convert the HKX files. What I ended up doing was:

1 - import the packages into MO2

2 - start with converting the HKX files using converttoskyrimSE.bat and HavokBehaviorPostProcess.exe

3 - After that, convert the NIF files using Cathedral

Posted
8 hours ago, Flanker69 said:

During my testing, I never got Cathedral to successfully convert the HKX files. What I ended up doing was:

1 - import the packages into MO2

2 - start with converting the HKX files using converttoskyrimSE.bat and HavokBehaviorPostProcess.exe

3 - After that, convert the NIF files using Cathedral

Funny, I originally had the opposite experience! I got the HXK files to convert properly in Cathedral, but it wasn't converting the NIFs for some reason, so I switched to NIF Optimizer which worked perfectly, LOL.  

But now I can't seem to get the HKX files converted with Cathedral without seeing the Tpose ingame - I'll try your method, thanks!

 

 

Posted

I see the mod was updated... I hope someone can make a stable version for SSE because I still can't make it without any issues.

I have tried using NIF Optimiser for the meshes and havok for the animations. I have tried Cathedral Asset Optimiser for the animations and meshes, both the stable and the new beta version of theirs. Something will break and crash my game, or the bandits will have giraffe like heads or black faces.

Also, the mod author provides support for KS Hairdo OR Apatchi, I don't know if it's a problem having both of them in the game (I am talking about the mods on their own, not the .esp provided by the author who says that you should use only one of them).

Posted
1 hour ago, Skata20 said:

I see the mod was updated... I hope someone can make a stable version for SSE because I still can't make it without any issues.

I have tried using NIF Optimiser for the meshes and havok for the animations. I have tried Cathedral Asset Optimiser for the animations and meshes, both the stable and the new beta version of theirs. Something will break and crash my game, or the bandits will have giraffe like heads or black faces.

I hope to have the time to do some tests this evening. 

I will give you some feedback as soon as I can. 

 

1 hour ago, Skata20 said:

Also, the mod author provides support for KS Hairdo OR Apatchi, I don't know if it's a problem having both of them in the game (I am talking about the mods on their own, not the .esp provided by the author who says that you should use only one of them).

If I'm not mistaken, you may have both KS and apachii mods at the same time. 

But you must only use one of the parch for SBC, not the 2 patches at the same times. 

If you have only one hair mod, chose the patch for it. 

If you use the 2, chose only one patch, the one you prefer. 

  • 2 weeks later...
Posted

After Version 0970b didn't work properly for me. Now I converted 0970d, but I found a small bug.

I overwrote SOS textures and mesh from another working Version (0970 first Version), but unfortunately that didn't change anything.
What could be the cause?

ScreenShot120.png

Posted
8 hours ago, GerdWagner said:

After Version 0970b didn't work properly for me. Now I converted 0970d, but I found a small bug.

I overwrote SOS textures and mesh from another working Version (0970 first Version), but unfortunately that didn't change anything.
What could be the cause?

Spoiler


ScreenShot120.png

 

It looks like there's a set of files that didn't get converted on the way to SSE.  Are you sure you copied the SOS\SBC-UNP folder?

 

Other than that suggestion, I'm ill equipped to suggest a solution.  I've never converted to SSE myself, but I just tested the source file for version 0.970d with all other mesh and textures removed from the file directory and it was fine.  That tells me the source files are good, but something has gone amiss in your SSE conversion process.  (Gute Deutsche umwandlung!)

 

Any other SSE users have this failure?  Any success stories?

Posted

I found the problem. :)
The wrong path was given in the mesh. (textures\actors\character\SOS\B3lisario UNP) instead of (textures\actors\Character\SOS\SBC-UNP).

I've changed that now.

And yes, I'm working on a german translation of the mod ;)

Posted
12 minutes ago, GerdWagner said:

I found the problem. :)
The wrong path was given in the mesh. (textures\actors\character\SOS\B3lisario UNP) instead of (textures\actors\Character\SOS\SBC-UNP).

I've changed that now.

And yes, I'm working on a german translation of the mod ;)

Oh, interesting.  That error is probably rooted in my file then, but was masked by the presence of the B3lisario files.  Thanks!

  • 2 weeks later...
Posted
7 hours ago, abcd99 said:

Oh wow. I think I got it running for the first time! For the benefit of others, here is the converted mod (v0.970d, with KS Hair):

 

https://mega.nz/#!H5lUAYIJ!amJJJ1x92saEs_IM58QqduVwdyHdq5xxnmo1qJ2-_-0

 

Edit: @Blackbird Wanderer, are you okay with me posting a converted mod of yours? Unofficial, of course. I know that people would love to see this converted.

Actually, since you've so nicely packaged it up (and I don't run SSE at all) I'll go ahead and post it in the regular download section.  I think it is still under the new higher file size limits.  I can also try a different format and see if I can get better compression.  There is also an efficiency gained by only having one set of NPC mesh and texture files.  Thanks!

Posted
On 10/15/2019 at 10:56 AM, abcd99 said:

Hi, I did all the steps in Posts #28 and #57 and when I run FNIS, I got this warning:

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

 

Now my characters T-posed. Uh, please help? Thanks.

Sorry, it's my fault.

I lack of time to be very active...

 

My conversion steps need some serious update since Blackbird Wanderer removed the dependencies on ZaZ Animations by adding the animations directly in her mod, merge the 3 main files in one, and remove the Apachii hairs for the main file...

I will update it.

 

I'm still in the process of testing my conversion of the 0970d version.

Run in some issues, but it's appear they wasn't due to SBC. So more tests needed (which mean more times needed, arghhhh).

Posted
22 hours ago, Blackbird Wanderer said:

Actually, since you've so nicely packaged it up (and I don't run SSE at all) I'll go ahead and post it in the regular download section.  I think it is still under the new higher file size limits.  I can also try a different format and see if I can get better compression.  There is also an efficiency gained by only having one set of NPC mesh and texture files.  Thanks!

Well, I feel a bit jealous, as you never ask for my conversion.

Okay, that still suits me a little, as it will be abcd99 who will have to fix any issues that may arise with their conversion, while I could continue to take it easy...
But I'm still a bit jealous ?

Posted
On 10/16/2019 at 5:20 PM, DamnedFrog said:

But I'm still a bit jealous ?

I wasn't ready before, and it was more than just the meshes.  Since @abcd99 packaged it all up so neatly, I went with it.  I was able to optimize the archive a bit more and got the file down to ~182 MB.

 

Question:  As I continue to add content, what files will need to be updated?  Is it just the meshes and .hkx files?  I answered my own question by reading your conversion directions.  Excellent!

 

On 10/16/2019 at 11:45 PM, DamnedFrog said:

Just to say that I have update my conversion steps in the first page

I will edit my first post to reference your directions so it will function as more of an opening page, but fewer people will now need those directions if we're posting a completed product for SSE.  They are very detailed, comprehensive, and easy to follow.  Thanks so much!

Posted
On 8/2/2019 at 12:14 AM, Blackbird Wanderer said:

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 

That would be awesome.

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