WaxenFigure Posted January 19, 2013 Posted January 19, 2013 There are a bunch of excellent YouTube videos on how to use TES5EDIT to accomplish several tasks. Watch a couple of them and what was said above will make more sense and therefore be easier to follow.
MrBojingo Posted January 20, 2013 Posted January 20, 2013 Alright, i finally learned how to clean the dirty edits with TES5EDIT. However, i still haven't figured out how to change the load order in TES5EDIT. Kidcid says to put the Larger mod above the Smaller mod on the load order. However, the Larger mod is below alot of the Smaller mods that i need to merge. I cant figure out how to change the load order on TES5EDIT. BOSS's load order seems to be identical to TES5EDIT's, but i cant figure out how to change the load order on BOSS either. The only load order i know how to change is the Data files on the Skyrim launcher, but that seems different then BOSS/TES5EDIT's. Edit: After googling for answers, i'm told to just remove mod files with the error: "Warning: This file was released before the CK (07 Feb. 2012) and contains unexpected (or out of order) records and should be removed." Is there any way to fix this without having to remove the mod? I only see 2 mods with this error and i like both of those mods and would hate to get rid of them.
uglykidcid Posted January 20, 2013 Posted January 20, 2013 1) Unexpected (or out of order) records I discovered is easy to fix. If you open an esp with CK (creation kit) it will automatically fix this. Just open an esp with ck and once it is opened you save it and like magic it's fixed. It's reall that easy. I typically then put the fixed esp in the zip it came from overwriting the original so that it's saved. 2) Load order is easiest to change with Wrye Bash. If you don't understand how to use Wrye Bash it doesn't matter. It's still very useful to have. The Bash patch merges many things for Oblivion and Fallout but right now it is very limited for Skyrim. You can only use it to merge leveled lists so that for example you can spread Tera armors to all of Skyrim. This is what bash tags in BOSS are for. They tell Wrye Bash what to merge. When you run Wrye bash you will see a list of all esps and you can just drag them to change load order. Wrye Bash works well with BOSS. You can also change rules in your BOSS GUI and add mods to your BOSS masterlist. Just remember that BOSS will change your masterlist if you run it with auto update. I prefer to just make a rule like ADD: xazBondage.esm BEFORE: AP Skyrim.esm
uglykidcid Posted January 20, 2013 Posted January 20, 2013 While I am giving advice here is how you clean a mod in TES5edit: http://skyrim.nexusmods.com/mods/25859 1) Double click and it will bring up a list of mods for you to see. If you are checking for conflicts click them all. But when cleaning only click the affected mods. Masters for any mods you select will automaticaly load. 2) Once you can see the mod set you want to clean right click on any mod in the list and apply filter for cleeaning. It will apply filter for all the mods you selected. It takes a second to load. You will see a bunch of colors. Full green means identical, yellow with green letters is overriding the main with no conflicts and red or orange of any kind is a mod conflict which is ok if you are overriding something. 3) Right click on the specific mod you want to clean and apply two thing: 1) First and most important is to undelete and disable references. 2) Second is to remove identical to master records The second is getting rid of dirt edits left by CK. The first is also done by CK. When you delete an object like a rock in CK it is deleted. The problem is the game still looks for the object as a reference. Since the object is no longer there is causes a serious conflict. TES5edit undeletes and disables the object so it it still there just disabled and unused but still able to be referenced. This is cleaning basics and probably all you need. Let me know if you need any help. I spent years compiling weapons, armor, and clothing mods with Oblivion into stores and I almost entirely used TES4edit to do it.
uglykidcid Posted January 20, 2013 Posted January 20, 2013 While I am on a role I have noticed a whole lot of errors in meshes so get Nifscope people and make sure you get the update for skyrim: http://niftools.sourceforge.net/wiki/NifTools http://sourceforge.net/projects/niftools.../nifskope/ There are three functions should you do with nifscope everytime you use blender or make a mesh In order: Spells>Batch>Update all tangent spaces Spells>Sanitize>Adjust link arrays Spells>Optimize>Remove Bogus Nodes SAVE!!!
MrBojingo Posted January 20, 2013 Posted January 20, 2013 awesome, now i can fix the issue (out of order) issue. Now since you're talking about nifskope, how do i fix these graphical errors? I have 3 modded armors that's epic failing on me. 2 that i downloaded, and 1 that i downloaded and then edited in nifskope myself like half a week ago. And when i play, things go haywire. its like the armor is spiking graphically all over the place covering my entire screen with nonsense. Hard to see where i'm going, what i'm doing, who's where, and who's doing what where. I was in Sovngarde in the halls of glory talking to people and i couldnt see squat because someone's armor was glitching and it covered the entire building. Is there any way to fix it? I took a few screenshots of one of my armors that i knew was glitching to show you what i mean.
CaptainChaos Posted January 21, 2013 Posted January 21, 2013 I'm thinking of working on a replacement for CnP. I have a lot of the scripts and stuff needed' date=' so should be fairly easy to put together. Right now I'm working on other things, but maybe I'll pick up pace again this weekend.[/quote']My effort to work out a quick little system for using your equips for the jail system have been pretty fruitless. After more than a few hours messing around in the CK, it seems the arrest, jail, and release/escape system in the CK is pretty well internalized and not modable because there really isn't much to it. This makes sense because prison doesn't even remove the clothes they give you during you stay, merely dumping your inventory back on you when you serve your sentence. I assume this is why CAP seems to just do away with the vanilla arrest system totally (from what I can see). Essentially, unless I have something equipped in the "wrist irons" slot when I'm arrested, the game won't unequip them when I'm released, thus leaving the PCs arms bound with no access to the inventory. I was considering two different quests that would start and add dialog to remove the shackles (guards if you served your time legally, blacksmiths or people with low responsibility if you escaped). The problem is figuring that out, but this is a mod I'm very interested in and have been since even Oblivion and it's poorly implemented justice system. If you decide to pursue reworking CAP and need some help, someone to bounce ideas off, and/or playtest: shoot me a PM.
xaz Posted January 21, 2013 Author Posted January 21, 2013 I'm thinking of working on a replacement for CnP. I have a lot of the scripts and stuff needed' date=' so should be fairly easy to put together. Right now I'm working on other things, but maybe I'll pick up pace again this weekend.[/quote']My effort to work out a quick little system for using your equips for the jail system have been pretty fruitless. After more than a few hours messing around in the CK, it seems the arrest, jail, and release/escape system in the CK is pretty well internalized and not modable because there really isn't much to it. This makes sense because prison doesn't even remove the clothes they give you during you stay, merely dumping your inventory back on you when you serve your sentence. I assume this is why CAP seems to just do away with the vanilla arrest system totally (from what I can see). Essentially, unless I have something equipped in the "wrist irons" slot when I'm arrested, the game won't unequip them when I'm released, thus leaving the PCs arms bound with no access to the inventory. I was considering two different quests that would start and add dialog to remove the shackles (guards if you served your time legally, blacksmiths or people with low responsibility if you escaped). The problem is figuring that out, but this is a mod I'm very interested in and have been since even Oblivion and it's poorly implemented justice system. If you decide to pursue reworking CAP and need some help, someone to bounce ideas off, and/or playtest: shoot me a PM. The prison system seems to be fairly inflexible. I don't think it's possible to mod something which meshes well, but then again, it's not that exciting to begin with, so might as well remove it completely. I've got things pretty much working now, but the mod depends on the merge between this here mod and Zaz animation pack, so I can't release it yet (or I could, but then noone could run it). I can send you a preview if you just want to look at scripts.
MrBojingo Posted January 22, 2013 Posted January 22, 2013 Hey' date=' xaz, i have a request. Whenever you have time, could you add an item a bondage item to put on the boobs? Specifically one of those Breast Bondage items with a bar on the top of the boobs, one at the bottom, and a clamp on both ends of the bars to squeeze the boobs with the bars. Is there a way to edit the boobs to give it a squeezed effect? Its hard to describe though, sorry. I can prolly try to find a picture later, but right now is a bad time to look with family here. [/quote'] Did you see my post Xaz? Quoting it because i think it got drowned in other posts.
TheOrdinator Posted January 22, 2013 Posted January 22, 2013 Seems like it would be awesome if this mod was combined with the Paradise Halls - Skyrim Slavery mod: http://skyrim.nexusmods.com/mods/29886 The mod already contains a script wherein you turn an NPC into a follower that doesn't fight, and their entire outfit immediately goes away and is replaced by a slave collar. I'm trying to figure out how to combine it with xaz's mod to make it so that the "capture slave" state also includes adding rope or cuffs and putting them perpetually into the "arms bound" state of being as they follow you around. Would also be neat if it was made so that when you tell the slaves "Wait here," instead of wandering around and glancing about like most NPCs do, they just stood exactly where they were and did nothing but breathe and vocalize. That way it would all go very nicely with the bondage pose spells (i.e. A dragon comes, tell slave "Wait here," then hogtie them and go fight the dragon while they can do nothing but sit and wait nervously and helplessly). What do you think of those ideas? Of course I've been trying to figure out how to do it myself, but have pretty much given up by now. Hopefully someone who actually has scripting experience can do it.
CaptainChaos Posted January 22, 2013 Posted January 22, 2013 Seems like it would be awesome if this mod was combined with the Paradise Halls - Skyrim Slavery mod: http://skyrim.nexusmods.com/mods/29886There's also Pink Teddy which seems to have a "Let's tie you up" dialog options. Haven't had the chance to test it as I'm working on other things though. I'm trying to figure out how to combine it with xaz's mod to make it so that the "capture slave" state also includes adding rope or cuffs and putting them perpetually into the "arms bound" state of being as they follow you around.Right now, there's an item, I believe: can't check right now, called xbfWristIrons. Just do "help wrist" in the console. Then select the NPC in the console and type: equipitem 1 This should bind them and stop them from unequipping the item, but it's always been buggy. Sometimes the items will unequip when changing cells. EDIT: I should add, for less immersion breaking, you could always add the irons to your inventory first, then force the slave to equip them with the "Here wear this" (or whatever) dialog option. Either way.
sbseed Posted January 22, 2013 Posted January 22, 2013 working on it... already pink teddy creator has agreed to share his/her work for SSG/Sexrim project.
TheOrdinator Posted January 23, 2013 Posted January 23, 2013 Indeed, I'm very much looking forward to that all coming together! I've installed Pink Teddy but I'm getting the same glitch everyone else talks about, where the dialogue options don't work. I haven't found out how to get past that yet. I have another question. How do you actually change the speed modifier variable in xaz's bondage mod? I wanna get rid of the speed reduction for the wrist and ankle shackles so that my slaves can keep up with me, but I tried changing it in the CK and it's still at the default.
CaptainChaos Posted January 23, 2013 Posted January 23, 2013 If you open the armor in the ck, you can remove the keyword from it. Should be on the right side of the window.
xaz Posted January 23, 2013 Author Posted January 23, 2013 If you open the armor in the ck' date=' you can remove the keyword from it. Should be on the right side of the window. [/quote'] If you don't like the slowing effect, you can also do a "set xbfSettingSpeedMult to 100" in the console. Should effectively disable slow down.
ag12 Posted January 23, 2013 Posted January 23, 2013 Would also be neat if it was made so that when you tell the slaves "Wait here' date='" instead of wandering around and glancing about like most NPCs do, they just stood exactly where they were and did nothing but breathe and vocalize. That way it would all go very nicely with the bondage pose spells (i.e. A dragon comes, tell slave "Wait here," then hogtie them and go fight the dragon while they can do nothing but sit and wait nervously and helplessly).[/quote']Check out S³. You can do exactly that. Tell your slaves to wait and then hogtie them, just that you don't need any spells or stuff like that. Read the post carefully, please. To tie someone up hogtie you first have to buy a skillbook and craft some rope, just so that you know. Oh, and since I'm posting something in this thread: keep up the good work xaz!
MrBojingo Posted January 23, 2013 Posted January 23, 2013 Would also be neat if it was made so that when you tell the slaves "Wait here' date='" instead of wandering around and glancing about like most NPCs do, they just stood exactly where they were and did nothing but breathe and vocalize. That way it would all go very nicely with the bondage pose spells (i.e. A dragon comes, tell slave "Wait here," then hogtie them and go fight the dragon while they can do nothing but sit and wait nervously and helplessly).[/quote']Check out S³. You can do exactly that. Tell your slaves to wait and then hogtie them, just that you don't need any spells or stuff like that. Read the post carefully, please. To tie someone up hogtie you first have to buy a skillbook and craft some rope, just so that you know. Oh, and since I'm posting something in this thread: keep up the good work xaz! Does this mean, If paired with ZaZ's animation mods, that your mod would stop that annoying turning around thing too? Its annoying when i'm using ZaZ's animation mod to bind an NPC/Follower to a pillary, Stocks, or just hogtied them to the ground, but when i move away the NPC would just start moving again and slide across the ground as if they weren't bound. And if it was a follower, they'd slide towards me and turn around to face my direction. I apologize if i dont make sense, i have issues explaining things. Basically, when someone's bound to a post or stocks, they shouldnt be able to turn around to talk to you, let alone follow you. Also, i'd eventually like to have one of these mods available where you can bind an NPC up and just hit them over and over and over with a whip or something without them getting hostile and fight back. All in all, love all these mods coming out. Although alot of people would like adjustments to them, i still like playing with them. Thumbs up! waaaay up.
ag12 Posted January 23, 2013 Posted January 23, 2013 Does this mean' date=' If paired with ZaZ's animation mods, that your mod would stop that annoying turning around thing too? Its annoying when i'm using ZaZ's animation mod to bind an NPC/Follower to a pillary, Stocks, or just hogtied them to the ground, but when i move away the NPC would just start moving again and slide across the ground as if they weren't bound. And if it was a follower, they'd slide towards me and turn around to face my direction. I apologize if i dont make sense, i have issues explaining things. Basically, when someone's bound to a post or stocks, they shouldnt be able to turn around to talk to you, let alone follow you. Also, i'd eventually like to have one of these mods available where you can bind an NPC up and just hit them over and over and over with a whip or something without them getting hostile and fight back. All in all, love all these mods coming out. Although alot of people would like adjustments to them, i still like playing with them. Thumbs up! waaaay up. [/quote'] Well, S³ and xaz are not really connected. They both use the stuff from ZaZ, but with different goals. Since S³ is pre-alpha right now, it doesn't feature that many poses and idles yet. But e.g the hogtie is implemented and I guarantee: no hogtied slave will move away. ever. (at least not that I've heard of it.) It sounds like you should be keeping a close eye on S² (and on SSG, since they will release something awesome at some point, too!). Just check out the S³ - thread and look through the list of features and what is planned for the future. Might be just what you are looking for.
MrBojingo Posted January 23, 2013 Posted January 23, 2013 Well, moving away is half of it, what about the turning around while bound part?
ag12 Posted January 23, 2013 Posted January 23, 2013 Well' date=' moving away is half of it, what about the turning around while bound part?[/quote'] 1. Pick a guess. 2. Open spoiler to check if you were right. [spoiler=awnser]They don't turn. That's due to SetDontMove() (Oh, and if you have further questions simply PM me or ask in the S³-thread. I don't want to mess the xaz-thread up too much. Or xaz will get out the whips, I'm sure of it!)
TheOrdinator Posted January 23, 2013 Posted January 23, 2013 Indeed, these mods are all pretty awesome and I love your ideas ag12. I'm definitely looking forward to downloading that next version of S3 you're putting up in a few days. Do you plan on also adding the ability to enslave bandits who go into mercy mode, like in Pink's mod? Even though the feature doesn't seem to work yet, it would be really cool to be able to do that and it seems like something that should have been in Skyrim to begin with. In vanilla Skyrim, the first time I brought a bandit to near death and she got on her knees and started saying "I yield, I yield!" I thought, OK, so she surrenders, can I take her prisoner now? But I was disappointed when I found out that all I could do was either finish her off or just wait for her to regen enough to get up and fight me again. I'd love to be able to actually accept their surrender and then do other things to make them severely regret their career path, besides just a quick death. It would be so cool to be able to give them justice at my own discretion, perhaps lead them to town to perform an execution, or sell them to slavers and make them wish they hadn't chosen to yield.
CaptainChaos Posted January 23, 2013 Posted January 23, 2013 In vanilla Skyrim' date=' the first time I brought a bandit to near death and she got on her knees and started saying "I yield, I yield!" I thought, OK, so she surrenders, can I take her prisoner now? But I was disappointed when I found out that all I could do was either finish her off or just wait for her to regen enough to get up and fight me again.[/quote']One thing I noticed was waaaaay back in the original Final Fantasy for the NES: as your characters got progressively more powerful, lower level monsters (especially those in the starter areas) would immediately attempt to flee battle. 20 years later, I'm playing Fallout 3 and bandits armed with only leather armor and a spiked baseball bat would fight my plasma rifle armed and Tesla Armored killing machine to the death. I was not amused. Anyways, on this topic: there's a small mod that lets you dick with bandits that foolishly battle the dragonborn. There's also something in the works to improve the bounty system. On the flip side, I really like the bounty edits in SD. I think adding the option for Necromancers and Bandits to put a bounty on your head (dead or alive) using this sytem would be cool as well.
CaptainChaos Posted January 24, 2013 Posted January 24, 2013 Because it was requested, I'm attaching the edited Slave Chains nifs I posted a picture of earlier in the thread. Do with it what you will. It's set right now to use body part 56 and you would need the texture from Xaz's bondage mod (it uses the black iron cuffs map). I would recommend using whatever the collars use since it would clip into them anyways. NOTE: Once again, I make no promises this will work at all on the particular body types. It was originally designed for CBBE. EDIT: Attaching the original screen so people know what it is. Click here. RSC.rar
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