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Posted
17 hours ago, IHAX said:

Has anybody tried converting to form 44? Followed this guide and don't think I got it to work.
https://www.nexusmods.com/skyrimspecialedition/mods/17990

i think if you ported it properly, you will still need to update the meshes to sse. try this method:

  1. unpack the bsa in a separate folder, and delete the bsa.
  2. copy the original loose files into the new folder (overwriting those who were before inside the bsa, yes only working with loose files this time)
  3. convert the meshes with nif optimizer.
  4. convert the .hkx files (if any) with the official tool (HavokBehaviorPostProcess.exe)
  5. convert the textures with photoshop ( use the "Intel® Texture Works Plugin for Photoshop" because of the new BCn format),
  6. check potentials errors in the textures with NifScan.
  7. continued with the esp, so open CK and convert the esp to form 44, save and exit. (can either try the method from the link or change something and save it, then change it back and resave it)
  8. open the file in SSEEdit and check for errors. then if any exist, compare it to an oldrim copy of the same esp to fix those missing references manually
  9. reCheck everything in SSEEdit to confirm you fixed it
Posted
12 hours ago, CliftonJD said:

i think if you ported it properly, you will still need to update the meshes to sse. try this method:

  1. unpack the bsa in a separate folder, and delete the bsa.
  2. copy the original loose files into the new folder (overwriting those who were before inside the bsa, yes only working with loose files this time)
  3. convert the meshes with nif optimizer.
  4. convert the .hkx files (if any) with the official tool (HavokBehaviorPostProcess.exe)
  5. convert the textures with photoshop ( use the "Intel® Texture Works Plugin for Photoshop" because of the new BCn format),
  6. check potentials errors in the textures with NifScan.
  7. continued with the esp, so open CK and convert the esp to form 44, save and exit. (can either try the method from the link or change something and save it, then change it back and resave it)
  8. open the file in SSEEdit and check for errors. then if any exist, compare it to an oldrim copy of the same esp to fix those missing references manually
  9. reCheck everything in SSEEdit to confirm you fixed it

I am an idiot, don't worry. When I converted, I guess it disabled the plugin in vortex. Re-enabled it, now works. Thanks though!

 

I didn't convert the meshes or textures but did everything else and seems to work fine, so far. Will update if my game starts exploding or something lol

Posted
On 5/26/2019 at 1:23 PM, grc001 said:

Quick question....does this work with Special Edition?

Was wondering the same thing, I was following the original topic, saw this link suggested for SE. But on the front page it says it isnt~

Posted

Pretty fun mod!

My only pet peave is that after I complete a haul it automatically removes the tattoos that you are given. I would prefer if they were left on me and I could use the mod 'remove your tats' instead.

 

Edit: Hmm, just tried to start another run and it isn't working right. He casts the spell and it summons the cart and the tats, but no devices are applied and I can't move the cart. Any suggestions?

Posted
17 hours ago, Forgetandeatcake said:

Pretty fun mod!

My only pet peave is that after I complete a haul it automatically removes the tattoos that you are given. I would prefer if they were left on me and I could use the mod 'remove your tats' instead.

 

Edit: Hmm, just tried to start another run and it isn't working right. He casts the spell and it summons the cart and the tats, but no devices are applied and I can't move the cart. Any suggestions?

You can get the tats directly for Slave Tats, and just apply them yourself after.  Not perfect, but it's a workaround.

Posted
On 5/26/2019 at 9:23 AM, grc001 said:

Quick question....does this work with Special Edition?

 

On 5/28/2019 at 4:46 AM, unmog said:

Was wondering the same thing, I was following the original topic, saw this link suggested for SE. But on the front page it says it isnt~

 

On 5/29/2019 at 11:23 AM, Network said:

Can anyone please upload a SSE converted version?

The answer to your question is ON this page. Since it talks about Form 44 though you may not have understood that it was referring to SE.

 

 

However reading that message and the following replies and you'll see that others have done it and instructions on how you can do it too.  If those are too complex though I suggest you ask the individuals who got it working if they'll post their converted copy.

Posted
59 minutes ago, WaxenFigure said:

However reading that message and the following replies and you'll see that others have done it and instructions on how you can do it too.  If those are too complex though I suggest you ask the individuals who got it working if they'll post their converted copy.

I was more referring to this, on the bottom of this pic, listed at the mods main page, which made me hesitant.
574db2ea16.png

But no, I haven't read all 43 pages previous to this one so I didn't know everyone who has done it. Tho I did see @CliftonJD answer how to do it, I don't feel confident in my ability to do it correctly since I've never messed with any of that before. 

If anyone would be nice enough to share their SE compatible version however I'd very much appreciate it. And thanks for replying Waxen Figure.

Posted

Has anyone encountered this: I convinced Bjorlam to summon the escrow chest which made me a walking billboard (so far, ok). Now I'm not allowed to wear clothing (also ok). However, I'm stuck with items from Being a Cow (Hooves, Bell, Horns, etc.) which are considered clothing by this mod for some obscure reason. How can I turn this off? Because: This mod causes a CTD removing this "clothing" in a desparate struggle with BAC re-equipping it instantaneously...

Posted
1 hour ago, botticelli said:

Has anyone encountered this: I convinced Bjorlam to summon the escrow chest which made me a walking billboard (so far, ok). Now I'm not allowed to wear clothing (also ok). However, I'm stuck with items from Being a Cow (Hooves, Bell, Horns, etc.) which are considered clothing by this mod for some obscure reason. How can I turn this off? Because: This mod causes a CTD removing this "clothing" in a desparate struggle with BAC re-equipping it instantaneously...

While you're in Walking Billboard mode, this mod checks to see if any worn item has the keywords ArmorClothing, ArmorLight, or ArmorHeavy.  If so, you get stripped.  I haven't used Being A Cow but out of curiosity I took a quick look.  Tail and Udders have the ArmorClothing keyword.  So your "obscure reason" is that BAC treats these items as clothing.  Maybe it has its reasons; I'm just not familiar with that mod.  If you're handy with TES5Edit or the Creation Kit you could remove those keywords from every cow part that has them and hopefully not break the other mod. 

  • 3 weeks later...
Posted

I'm currently experiencing a bug that if my char enters a cell where npc targeted for quest is in, the game immediately crashes. Any advice how to solve this issue?

Posted
1 hour ago, vernam said:

I'm currently experiencing a bug that if my char enters a cell where npc targeted for quest is in, the game immediately crashes. Any advice how to solve this issue?

Chances are you are encountering a Cursed Loot bound girl with HDT restraints. Do you have HDT body (Bodyslide batch build done) and HDT extension installed?

Posted
28 minutes ago, Zaflis said:

Chances are you are encountering a Cursed Loot bound girl with HDT restraints. Do you have HDT body (Bodyslide batch build done) and HDT extension installed?

Yes. and HDT restraints were not a problem as long as it is applied on my char. Will setting bound girl setting in DCL to 0 help?

Posted
8 hours ago, vernam said:

Yes. and HDT restraints were not a problem as long as it is applied on my char. Will setting bound girl setting in DCL to 0 help?

It should help yes but i don't know if it will remove bound girls that have already spawned in the world. And it's not normal that they cause issues, it's an installation problem for you.

Posted

Something I feel is worth noting with DCL and SLUTS.

 

w/ the lastest version of DCL the arrest ---> Sluts does not work because it's quest overtakes SLUTS

To get it work again type StopQuest dcur_prison_guardArrestDlg into console.

OR if you know how to you CK alter the esp and go to quest and condition it so it's never enabled.

Posted

 

 

On 6/24/2019 at 2:05 AM, Lupine00 said:

Hmm. Does PoP also interfere with SLUTS?

no interference from pop when i last tested the working version of sluts with latest version of Pop...however the option to allow any npc to turn in the bounty player will bypass arrest scenes and therefore also bypass the option for sluts to work off their bounties thru the program

 

On 6/23/2019 at 2:08 PM, Lozeak said:

Something I feel is worth noting with DCL and SLUTS.

 

w/ the lastest version of DCL the arrest ---> Sluts does not work because it's quest overtakes SLUTS

To get it work again type StopQuest dcur_prison_guardArrestDlg into console.

OR if you know how to you CK alter the esp and go to quest and condition it so it's never enabled.

afaik dcl arrest scenes are completely separate from the vanilla bounty system sluts is made to work with and you really don't need to alter the mod to stop that quest nor should you need to do it from the console as it has an option to disable that from dcl mcm

 

in other news, here's a fresh upload for users with hold bounties:

S_L_U_T_S-Redux_1_176 hybrid repack.zip

 

note again the above version requires a clean save or a save started on version 1.17 or 1.175.

new test patch for current posted version 1.18:

sluts 1.18 guard dialogue fix test.zip

Posted
On 5/20/2019 at 6:23 AM, IHAX said:

I am an idiot, don't worry. When I converted, I guess it disabled the plugin in vortex. Re-enabled it, now works. Thanks though!

 

I didn't convert the meshes or textures but did everything else and seems to work fine, so far. Will update if my game starts exploding or something lol

Any chance you could share your converted copy of it. I dont really know how any of this stuff works so id be much appreciated.

Posted
On 6/27/2019 at 3:22 PM, CliftonJD said:

 

 

no interference from pop when i last tested the working version of sluts with latest version of Pop...however the option to allow any npc to turn in the bounty player will bypass arrest scenes and therefore also bypass the option for sluts to work off their bounties thru the program

 

 afaik dcl arrest scenes are completely separate from the vanilla bounty system sluts is made to work with and you really don't need to alter the mod to stop that quest nor should you need to do it from the console as it has an option to disable that from dcl mcm

  

 in other news, here's a fresh upload for users with hold bounties:

S_L_U_T_S-Redux_1_176 hybrid repack.zip 52.97 MB · 11 downloads

 

note again the above version requires a clean save or a save started on version 1.17 or 1.175.

new test patch for current posted version 1.18:

sluts 1.18 guard dialogue fix test.zip 3.94 kB · 11 downloads

I am probably a bit dense--how do I use these?  Are they to be used together, or is one an upgrade for 1.175, and the other an upgrade for 1.18?

 

And if they're meant to be used seperately, which do you recommend?  

Posted

I could be wrong, but the top one is probably an update to an older version. The bottom one is the actual new version.

Posted
On 7/3/2019 at 1:31 PM, eulexia said:

I am probably a bit dense--how do I use these?  Are they to be used together, or is one an upgrade for 1.175, and the other an upgrade for 1.18?

 

And if they're meant to be used seperately, which do you recommend?  

 

On 7/3/2019 at 2:19 PM, unmog said:

I could be wrong, but the top one is probably an update to an older version. The bottom one is the actual new version.

yes, the top file is an update of an older version that was known to work while the newer script is a possible fix addon for the current version

 

Posted
On 6/27/2019 at 10:22 PM, CliftonJD said:

afaik dcl arrest scenes are completely separate from the vanilla bounty system sluts is made to work with and you really don't need to alter the mod to stop that quest nor should you need to do it from the console as it has an option to disable that from dcl mcm

w/DCL and SLUTS

You get bounty

DCL Quest will forcegreet first (I believe because of priority of quest) and that will result in bounty being reset.

0 bounty means you will not be able to choose SLUTS as a way to pay off your bounty.

 

When I checked this there was no way or I missed it to turn this Quest off, you can disable DCL prison yes but DCL will use it's quest to send you to vanilla jail BYPASSING vanilla quest which SLUTS uses.

 

Maybe I misunderstood what you said and if I'm wrong please correct me but if I use DCL + SLUTS no matter my MCM settings it is impossible for me to get guard dialogue.

Posted
1 hour ago, Lozeak said:

Maybe I misunderstood what you said and if I'm wrong please correct me but if I use DCL + SLUTS no matter my MCM settings it is impossible for me to get guard dialogue.

I was just about to say similar. I installed the patch for 1.18 and repeatedly attacked guard in Whiterun. I never got the rehab dialog, usually just sent to jail. I had finished the "open for business" quest at a cart driver.

Also S_L_U_T_S guard dialogue patch.esp is after Deviously Cursed Loot.esp in load order. However S_L_U_T_S.esp is before cursed loot.. hmm, maybe that should change.

Edit: Doesn't help.

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