Hex Bolt Posted February 18, 2025 Posted February 18, 2025 7 hours ago, andruusha said: When I approach and ask for clothes, shoes, skooma from a random person, then I am offered it for sex, and after the answer option "Yeah, I'm a Whore" a scene should occur, but it does not. And the things I asked for are also not there. Nothing happens. Perhaps this is the functionality of another mod, I'm not sure Sometimes when a scene (from any mod) doesn't start, that's because you're already stuck in another scene. That can easily happen with approach/rape mods that send an NPC to run up to talk to you (maybe even a guard who wants to talk to you about your licenses), but he gets stuck or you pass through a door and that scene never finishes.
andruusha Posted February 18, 2025 Posted February 18, 2025 25 minutes ago, Hex Bolt said: Sometimes when a scene (from any mod) doesn't start, that's because you're already stuck in another scene. That can easily happen with approach/rape mods that send an NPC to run up to talk to you (maybe even a guard who wants to talk to you about your licenses), but he gets stuck or you pass through a door and that scene never finishes. I don't think it happened because of that. But it doesn't matter anymore. I downloaded skyrim le and installed this mod there and it works fine. I had skyrim se
andruusha Posted February 18, 2025 Posted February 18, 2025 2 hours ago, Hex Bolt said: Sometimes when a scene (from any mod) doesn't start, that's because you're already stuck in another scene. That can easily happen with approach/rape mods that send an NPC to run up to talk to you (maybe even a guard who wants to talk to you about your licenses), but he gets stuck or you pass through a door and that scene never finishes. I have another problem. There is Break Iron Armor to Bikini in the forge, but the necessary items for its manufacture are not displayed. That is, it just says "Required:". Also, when I am asked to humiliate myself, then with some chance the person's name is not written, that is, there is nothing either
Hex Bolt Posted February 18, 2025 Posted February 18, 2025 4 minutes ago, andruusha said: There is Break Iron Armor to Bikini in the forge, but the necessary items for its manufacture are not displayed. That is, it just says "Required:". Also, when I am asked to humiliate myself, then with some chance the person's name is not written, that is, there is nothing either I'm not familiar with those parts, but maybe someone else can answer. Just a guess, you probably need iron armor to be able to break it down to bikini armor.
NymphoElf Posted February 18, 2025 Posted February 18, 2025 11 minutes ago, andruusha said: I have another problem. There is Break Iron Armor to Bikini in the forge, but the necessary items for its manufacture are not displayed. That is, it just says "Required:". Also, when I am asked to humiliate myself, then with some chance the person's name is not written, that is, there is nothing either The Bikini Breakdown recipes are broken with the newer versions of TAWOBA. Don't use them. 1
Norkal0105 Posted March 5, 2025 Posted March 5, 2025 Hi, guards keep stopping me for inspections to try and put a collar on me but then puts nothing on, and then repeats. Any idea on how to fix this
Todeswunsch Posted March 12, 2025 Posted March 12, 2025 On 3/5/2025 at 3:47 PM, Norkal0105 said: Hi, guards keep stopping me for inspections to try and put a collar on me but then puts nothing on, and then repeats. Any idea on how to fix this I have the same damn problem.. feeling like SE version is not working properly. Not even the scene are trigered
Regulus94 Posted March 12, 2025 Posted March 12, 2025 I have a guard following me that I cannot get rid of. I have both Enforcers and Guard Enforcers set to 0. I have tried console commands to get rid of them including recycleactor, resetai, and kill. Kill will only knock them down even though they are not set to be essential. I have uninstalled the mod, launched Skyrim and saved the game, reinstalled the mod, and loaded my save and the guard is still there.
Todeswunsch Posted March 12, 2025 Posted March 12, 2025 (edited) Wish for an updated guide how to install this mod =( Edited March 12, 2025 by Todeswunsch
Voltron9100 Posted March 15, 2025 Posted March 15, 2025 (edited) I'm not understanding the part in the MCM where it says you MUST BUILD THE LEVELED LIST, and yet, even on new saves, the "Build Lists" button is greyed out? Also breaking down armors just says "Break down [armor name] added to inventory" Edited March 15, 2025 by Voltron9100
safado Posted March 15, 2025 Posted March 15, 2025 (edited) 18 hours ago, Voltron9100 said: I'm not understanding the part in the MCM where it says you MUST BUILD THE LEVELED LIST, and yet, even on new saves, the "Build Lists" button is greyed out? Also breaking down armors just says "Break down [armor name] added to inventory" It is for the bikini mod distribution system that dynamically populate container chest in the game. Default is TAWOBA for SkyrimLE (TheAmazingWorldOfBikiniArmor.esp) and is referenced in the file BikiniArmors.json found in *SKSE\Plugins\StorageUtilData\SL Survival. You need to replace the default JSON files with ones referencing the TAWOBA mod alternative you are using. Example TAWOBA Remaster 6.1 will need that file replaced/altered because the esp has a different name "The Amazing World of Bikini Armors REMASTERED.esp" and some assets have a different formId. The bikini break down feature uses a more complex system that is not directly related to the bikiniarmor.json. It references armors from the game and dynamically create\import breakdown "recipe" by referencing "related" assets in "TheAmazingWorldOfBikiniArmor.esp". Those files also need to be replaced\altered for compatibility with the TAWOBA version installed, if it is not original (TheAmazingWorldOfBikiniArmor.esp). There's a file for each game asset recipe being targeted. The reference catalog is found in "*SKSE\Plugins\StorageUtilData\SL Survival\BikBreak" BuiltInLookup.json, and it references the recipe files in "*SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\BuiltIn". There's instruction to make your own in the first post of this mod. Besides adapting the json files, you also need to also create a "Merge Patch" that will integrate the multiple mods conflicting by modifying the container list used for merchants and others. Hence, the "Merge Patch". Bash-patch is similar, but may skip some mods better review SLS items are merged. Smash-patch uses to work but got broken by modification to the index system by Bethesda (the one added in 1.6.1130 that make the game hold 4096* ESL "Elder-Scroll-Lightplugins"). If you take a closer look at the multiple system use for those feature, you will likely appreciate Genius work from Monoman1. It is a very configurable system. @Corsayr SL Survival SE page holds links to alternate assets to make alternate TAWOBA versions more compatible with SLS. The version of SLS in that page is obsolete only look for the compatibility assets. The files for TAWOBA remastered are at the bottom of the home page, including bikiniarmor.json. They also include the keywords _SLS_Bikiniarmor that makes TAWOBA remastered detectable by Bikini curse license. Last SLS version is 0.685. I recommend disabling all features, and enabling the interested ones while learning how the feature interact with your other mods. Edited March 15, 2025 by safado
Voltron9100 Posted March 16, 2025 Posted March 16, 2025 (edited) 4 hours ago, safado said: SL Survival SE page holds links to alternate assets to make alternate TAWOBA versions more compatible with SLS. The version of SLS in that page is obsolete only look for the compatibility assets. The files for TAWOBA remastered are at the bottom of the home page, including bikiniarmor.json. They also include the keywords _SLS_Bikiniarmor that makes TAWOBA remastered detectable by Bikini curse license. Last SLS version is 0.685. I recommend disabling all features, and enabling the interested ones while learning how the feature interact with your other mods. So if I use these alternate versions, what other steps do I still need to do? EDIT: I see I still need to build the jsons, as the one's listed are still the older versions. It's a bit tricky trying to figure out what's all different between TES5Edit and SSEEdit, so the instructions are a bit confusing. Would the "Batch JSON converter" Script work all the same? Edited March 16, 2025 by Voltron9100
safado Posted March 16, 2025 Posted March 16, 2025 (edited) 20 hours ago, Voltron9100 said: So if I use these alternate versions, what other steps do I still need to do? EDIT: I see I still need to build the jsons, as the one's listed are still the older versions. It's a bit tricky trying to figure out what's all different between TES5Edit and SSEEdit, so the instructions are a bit confusing. Would the "Batch JSON converter" Script work all the same? The ones listed at the bottom of the SE page are for remastered. Depends, what version of Skyrim and what version of TAWOBA? For SkyrimSE\AE The Amazing World of Bikini Armors REMASTERED 6.1 + (Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmorTEWOBA: old personal modifications. You can disable pumpkin-TEWOBA if not used. SL Survival-BIKARMOR_TEWOBA_TAWOBA-REM_KWs.zip It has the SLAX\SLAR-BAKA Keywords + SLS-BikiniArmor keyword and distribution json + SLS Bikini Breakdown jsons. I did it long ago and may have omissions. I know that pumpkin bikinis are not added to the breakdown. Can't remember if the breakdown fully works, I think it did. Edited March 16, 2025 by safado 2
Voltron9100 Posted March 20, 2025 Posted March 20, 2025 (edited) On 3/16/2025 at 6:21 PM, safado said: SL Survival-BIKARMOR_TEWOBA_TAWOBA-REM_KWs.zip 170.43 kB · 3 downloads It has the SLAX\SLAR-BAKA Keywords + SLS-BikiniArmor keyword and distribution json + SLS Bikini Breakdown jsons. I did it long ago and may have omissions. I know that pumpkin bikinis are not added to the breakdown. Can't remember if the breakdown fully works, I think it did. This worked, thank you Now I'm trying to get some other mods incorporated. What does it mean by JSON Line, in the JSON Getter? I'm also not quite sure what part of these instructions in the first page, correlate with adding armors to the bikini breakdown menu. Are there any updated tutorials for SSEEdit? For example, creating a merged patch in SSEEdit prompts a warning saying that Merged Patches aren't supported. Edited March 20, 2025 by Voltron9100
safado Posted March 20, 2025 Posted March 20, 2025 (edited) 3 hours ago, Voltron9100 said: This worked, thank you Now I'm trying to get some other mods incorporated. What does it mean by JSON Line, in the JSON Getter? I'm also not quite sure what part of these instructions in the first page, correlate with adding armors to the bikini breakdown menu. Are there any updated tutorials for SSEEdit? For example, creating a merged patch in SSEEdit prompts a warning saying that Merged Patches aren't supported. Monoman1 did an Excel sheet that is a data formatter to make it easier to populate the SLS JSON with the appropriate values. The JSON column D is the reformatted result of filling column A and C. Getter\Setter is object-oriented programming lingo. After populating the JSON with the data, it needs to be reviewed by a JSON checker. There's a couple on the internet that with take a copy and paste and validate or fix to appropriate JSON file rules. Spoiler FormId (Decimal) (Enter/"Setter"/Input) 251663045 4261443594 Armor Name (Enter/"Setter"/Input) Leather Bikini A Viridian Steel Cuirass (Skimpy) Mod Name (Enter/"Setter"/Input) TheAmazingWorldOfBikiniArmorExtended.esp KSA_vdk_recolor_steelS.esp Json Line (Given/"Getter"/Feedback) "4805|TheAmazingWorldOfBikiniArmorExtended.esp", "30730|KSA_vdk_recolor_steelS.esp", FormId (Hexadecimal) (Given/"Getter"/Feedback) F0012C5 FE00780A FormId (Hex shifted) (Given/"Getter"/Feedback) 012C5 00780A FormId (Dec shifted) (Given/"Getter"/Feedback) 4805 30730 Recommend trying adding to the BikiniArmors.json first, for testing and learning. Relative to bikiniarmor JSON, the breakdown files are more laborious. Example of my bikniarmors targeting TAWOBA-E and in the steelplate one entry of Viridian Knight (Skimpy Standalone) - Recolored. 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"335703|TheAmazingWorldOfBikiniArmorExtended.esp", "335704|TheAmazingWorldOfBikiniArmorExtended.esp", "335705|TheAmazingWorldOfBikiniArmorExtended.esp", "335706|TheAmazingWorldOfBikiniArmorExtended.esp", "335707|TheAmazingWorldOfBikiniArmorExtended.esp", "335708|TheAmazingWorldOfBikiniArmorExtended.esp", "335718|TheAmazingWorldOfBikiniArmorExtended.esp", "335720|TheAmazingWorldOfBikiniArmorExtended.esp", "335724|TheAmazingWorldOfBikiniArmorExtended.esp", "335727|TheAmazingWorldOfBikiniArmorExtended.esp", "335730|TheAmazingWorldOfBikiniArmorExtended.esp", "335733|TheAmazingWorldOfBikiniArmorExtended.esp", "335736|TheAmazingWorldOfBikiniArmorExtended.esp", "335739|TheAmazingWorldOfBikiniArmorExtended.esp", "335742|TheAmazingWorldOfBikiniArmorExtended.esp", "335745|TheAmazingWorldOfBikiniArmorExtended.esp", "335748|TheAmazingWorldOfBikiniArmorExtended.esp", "335751|TheAmazingWorldOfBikiniArmorExtended.esp" ] } } Spoiler Merger Patch: Not supported for SkyrimSE\AE because its creator (MatortheEternal) is not modding anymore and the scripts did not get updated to support ESL second index used in SkyrimSE\AE. I used to get by using Mator-SMASH, his last "merger" tool, that the community upgraded for SkyrimSE but got broken with SkyrimAE changes. Community version works with SkyrimSE 1.5 but not with later version of 1.6 AE (at least not for me). Spoiler Now I'm using Synthesis with leveledlistresolver Patcher and a couple other patchers. Give similar bash\merge result like Wrye Bash, but without the headaches of it trying to reorder the load list like it used to. Maybe they fix it (wrye), but I'm not trying it anymore. By the way Merger-patch is the legacy method used in SkyrimLE, Bash-Patch is Wrye version of it with extra features. Smash-Patch was Mator's last "merge-patch" version that went beyond what Bash did, but sometimes I have to look into the file and manually fix some merges because it tried to-do too much. Currently, maybe Wrye is the only one of the original "merger-patchers" being developed to support new Skyrim, but I'm not trying it. Synthesis is newer and has different goals, it is a patcher framework. I'm using Synthesis that is also being developed, but the surrounding community is kind of sparse and the tool is tricky at first try. It list it own catalog of pitchers, but many are not updated and may not auto compile. Still, what I need is available and works. Edited March 21, 2025 by safado 1
Voltron9100 Posted March 21, 2025 Posted March 21, 2025 Spoiler Is that all the merge was necessary for? The leveledlist? I'm fine with that issue not being resolved, I'm just trying to get bikini armors added to the breakdown list, and I'm not quite sure how to do that with SSEEdit, since the instructions don't exactly carry over from TES5Edit. I've got the keywords added and everything, I'm just not sure how to get the JSONS.
safado Posted March 21, 2025 Posted March 21, 2025 (edited) 7 hours ago, Voltron9100 said: Reveal hidden contents Is that all the merge was necessary for? The leveledlist? I'm fine with that issue not being resolved, I'm just trying to get bikini armors added to the breakdown list, and I'm not quite sure how to do that with SSEEdit, since the instructions don't exactly carry over from TES5Edit. I've got the keywords added and everything, I'm just not sure how to get the JSONS. Here is the original instructions: (do not know if you are following these) Spoiler You can use a forge to breakdown full armors into their respective bikini counterparts. Eg: Iron armor -> Iron bikini. Breaking down an armor does not require a crafting book or perk. To compensate for this there is a chance to fail to recover pieces when breaking down an armor. The chance depends on your smithing skill but is never less than 30% no matter how skilled you are. Creating your own breakdown recipes: Hide contents How do I add my own breakdown recipe? There are two methods of creating new break down recipes. One is 'built-in'. The other is 'custom'. Built-In: Must edit the esp and create a MiscObject and COBJ. Pieces received is configured via json. The rest is hard-coded to the esp. Source armor (the one you're breaking down) must be part of a dependency. This is probably limited to just Skyrim.esm. Doesn't require any load game maintenance. Custom: Needs just a json file and display mesh for the crafting menu. Can be fully configured via json. Limited (currently) to 100 custom COBJs. Source armor can be any outside mod. Requires load game maintenance. Json Format: The format is the same for built-in and custom. Though most fields are unused for built-in sourcearmor: The armor you're breaking down and will be removed from your inventory. value: The value of the armor you're breaking down. Some crafting mods increase skill gained by crafting more expensive stuff so this might be important. skillreq: The skill required to achieve the highest chance of successfully breaking down parts. Skill levels much below this are in danger of getting nothing in return. weight: The weight of the item you're breaking down. Might not be all that important. cobjname: The name you want to display in the crafting menu for this break down. modelpath: The path to the model to display in the crafting menu. modname: The mod name that must be present in the load order for this Cobj to be loaded. parts: A list of part categories that have a chance to be added to the player's inventory on successful breakdown. One random part from each category has a chance to be added to the player. Finally the formlists. Any formlist that is included in 'parts' will have a chance to have a random piece from it's respective formlist to be added to the player's inventory on successful breakdown. Eg: "stringList" : { "parts" : [ "gloves", "bracers" ] }, "formList" : { "gloves" : [ "14066|Notverigud Nordic Carved Bikini.esp", "14065|Notverigud Nordic Carved Bikini.esp" ], "bracers" : [ "14064|Notverigud Nordic Carved Bikini.esp" ], "elbow" : [ "14063|Notverigud Nordic Carved Bikini.esp" ] } Here 'parts' contains 'gloves' and 'bracers'. So a random part will be picked from gloves and bracers to be added. 'Elbow' is not listed in 'parts' therefore it will be ignored. You can easily add/remove entire categories from a breakdown by adding/removing it from 'parts'. And you can add individual pieces to each part category where you think it is appropriate. The only fields actually used for built-in are 'parts' and the formlists. Though I kept all the jsons the same format for consistency and in case the information is ever needed down the line. Creating a Built-in Breakdown: 1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TAWoBA\'. I highly recommend checking the json text in an online json checker before finalizing it. 2. Create a display mesh for the crafting menu. You can either just copy an existing mesh or create a mashup with nifskope. Put it in '\meshes\SL Survival\BikiniBreakdown\TAWoBA\'. Or you can just redirect the path of the model to an existing mesh in step 3. 3. Create a MiscObject. Eg: _SLS_BikBreakTawobaIronBoots. This is a 'token' that when added to the player's inventory will fire the adding of broken down parts to your inventory. Duplicate one of the existing MiscObjects that has the '_SLS_BikBreak' script attached. Set the: Name: What you want displayed in the crafting menu. Eg: 'Break Iron Armor To Bikini' Weight: to that of the armor you're breaking down. Value: to that of the armor you're breaking down. Set the model to the mesh you created above. 4. Create a constructible object (COBJ). Eg: _SLS_RecBikBreakTawobaIronBoots This is the actual recipe that will create the token and add it to your inventory. Set the: Source armor to the armor you're breaking down. Created object to be the token you created above. 5. Add your MiscObject (token) to formlist '_SLS_BikBreakTawobaMiscObjsList' 6. Edit '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TawobaLookup.json' and point it to the json you created in step 1. Important! The formlist _SLS_BikBreakBuiltInMiscObjsList and BuiltInLookup.json must match in order EXACTLY. If you create a batch of built-in recipes for a popular mod (preferably a mod that is both CBBE and UNP and has good bodyslide files) please get in touch with me and I'll see about adding it in an update. Creating a Custom Breakdown: 1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\Custom\'. Remember to run your json through a json checker to make sure there's no syntax errors. 2. The display mesh for the crafting menu. You have two options here. You can create your own mesh here like I did for TAWoBA bikinis and direct 'modelpath' in your json to this new mesh OR you can simply direct 'modelpath' to an existing mesh you think is appropriate. At this point you're done. The mod should automatically load your json when you start the game if the mod 'modname' is installed. Keep in mind that a small section of code needs to be run once per game session per json file for maintenace, so Built-In should be the preferred option. If you create custom jsons please consider posting them to share with others. Premade Breakdown Jsons Edited March 21, 2025 by safado
Voltron9100 Posted March 22, 2025 Posted March 22, 2025 (edited) 2 hours ago, safado said: Here is the original instructions: (do not know if you are following these) Reveal hidden contents You can use a forge to breakdown full armors into their respective bikini counterparts. Eg: Iron armor -> Iron bikini. Breaking down an armor does not require a crafting book or perk. To compensate for this there is a chance to fail to recover pieces when breaking down an armor. The chance depends on your smithing skill but is never less than 30% no matter how skilled you are. Creating your own breakdown recipes: Reveal hidden contents How do I add my own breakdown recipe? There are two methods of creating new break down recipes. One is 'built-in'. The other is 'custom'. Built-In: Must edit the esp and create a MiscObject and COBJ. Pieces received is configured via json. The rest is hard-coded to the esp. Source armor (the one you're breaking down) must be part of a dependency. This is probably limited to just Skyrim.esm. Doesn't require any load game maintenance. Custom: Needs just a json file and display mesh for the crafting menu. Can be fully configured via json. Limited (currently) to 100 custom COBJs. Source armor can be any outside mod. Requires load game maintenance. Json Format: The format is the same for built-in and custom. Though most fields are unused for built-in sourcearmor: The armor you're breaking down and will be removed from your inventory. value: The value of the armor you're breaking down. Some crafting mods increase skill gained by crafting more expensive stuff so this might be important. skillreq: The skill required to achieve the highest chance of successfully breaking down parts. Skill levels much below this are in danger of getting nothing in return. weight: The weight of the item you're breaking down. Might not be all that important. cobjname: The name you want to display in the crafting menu for this break down. modelpath: The path to the model to display in the crafting menu. modname: The mod name that must be present in the load order for this Cobj to be loaded. parts: A list of part categories that have a chance to be added to the player's inventory on successful breakdown. One random part from each category has a chance to be added to the player. Finally the formlists. Any formlist that is included in 'parts' will have a chance to have a random piece from it's respective formlist to be added to the player's inventory on successful breakdown. Eg: "stringList" : { "parts" : [ "gloves", "bracers" ] }, "formList" : { "gloves" : [ "14066|Notverigud Nordic Carved Bikini.esp", "14065|Notverigud Nordic Carved Bikini.esp" ], "bracers" : [ "14064|Notverigud Nordic Carved Bikini.esp" ], "elbow" : [ "14063|Notverigud Nordic Carved Bikini.esp" ] } Here 'parts' contains 'gloves' and 'bracers'. So a random part will be picked from gloves and bracers to be added. 'Elbow' is not listed in 'parts' therefore it will be ignored. You can easily add/remove entire categories from a breakdown by adding/removing it from 'parts'. And you can add individual pieces to each part category where you think it is appropriate. The only fields actually used for built-in are 'parts' and the formlists. Though I kept all the jsons the same format for consistency and in case the information is ever needed down the line. Creating a Built-in Breakdown: 1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TAWoBA\'. I highly recommend checking the json text in an online json checker before finalizing it. 2. Create a display mesh for the crafting menu. You can either just copy an existing mesh or create a mashup with nifskope. Put it in '\meshes\SL Survival\BikiniBreakdown\TAWoBA\'. Or you can just redirect the path of the model to an existing mesh in step 3. 3. Create a MiscObject. Eg: _SLS_BikBreakTawobaIronBoots. This is a 'token' that when added to the player's inventory will fire the adding of broken down parts to your inventory. Duplicate one of the existing MiscObjects that has the '_SLS_BikBreak' script attached. Set the: Name: What you want displayed in the crafting menu. Eg: 'Break Iron Armor To Bikini' Weight: to that of the armor you're breaking down. Value: to that of the armor you're breaking down. Set the model to the mesh you created above. 4. Create a constructible object (COBJ). Eg: _SLS_RecBikBreakTawobaIronBoots This is the actual recipe that will create the token and add it to your inventory. Set the: Source armor to the armor you're breaking down. Created object to be the token you created above. 5. Add your MiscObject (token) to formlist '_SLS_BikBreakTawobaMiscObjsList' 6. Edit '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TawobaLookup.json' and point it to the json you created in step 1. Important! The formlist _SLS_BikBreakBuiltInMiscObjsList and BuiltInLookup.json must match in order EXACTLY. If you create a batch of built-in recipes for a popular mod (preferably a mod that is both CBBE and UNP and has good bodyslide files) please get in touch with me and I'll see about adding it in an update. Creating a Custom Breakdown: 1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\Custom\'. Remember to run your json through a json checker to make sure there's no syntax errors. 2. The display mesh for the crafting menu. You have two options here. You can create your own mesh here like I did for TAWoBA bikinis and direct 'modelpath' in your json to this new mesh OR you can simply direct 'modelpath' to an existing mesh you think is appropriate. At this point you're done. The mod should automatically load your json when you start the game if the mod 'modname' is installed. Keep in mind that a small section of code needs to be run once per game session per json file for maintenace, so Built-In should be the preferred option. If you create custom jsons please consider posting them to share with others. Premade Breakdown Jsons Yeah I'm following these, but as I keep saying, TES5Edit works completely different than SSEEdit, so I'm wondering how I'm supposed to do it in SSEEdit, as I've stated in every single message. I asked earlier, what the JSON Line section of the JSON Getter means, because I've had to resort to filling in each section manually. "Quick Display" is not a script in SSEEdit. All I wanna know is how to do any of this in SSEEdit, and not the outdated TES5Edit. Really I'm not sure how to get any of the info past the FormID Decimal and the ESP name, through SSEEdit. I also noticed that in SSEEdit, there is a "Batch JSON Converter" script. I'd asked earlier if that script can be used to streamline this entire process, but didn't get a clear answer. Edited March 22, 2025 by Voltron9100
safado Posted March 22, 2025 Posted March 22, 2025 (edited) 13 hours ago, Voltron9100 said: Yeah I'm following these, but as I keep saying, TES5Edit works completely different than SSEEdit, so I'm wondering how I'm supposed to do it in SSEEdit, as I've stated in every single message. I asked earlier, what the JSON Line section of the JSON Getter means, because I've had to resort to filling in each section manually. "Quick Display" is not a script in SSEEdit. All I wanna know is how to do any of this in SSEEdit, and not the outdated TES5Edit. Really I'm not sure how to get any of the info past the FormID Decimal and the ESP name, through SSEEdit. I also noticed that in SSEEdit, there is a "Batch JSON Converter" script. I'd asked earlier if that script can be used to streamline this entire process, but didn't get a clear answer. Now I understand why you want to do this. That bikini fur mod enhanced the bikini collection nicely. Thank you for the indirect hint. This is nice too. Quickdisplay is an Automation Tools script. Mator did it after the original "Merger script". I have it for 12 years now, so I take it for granted, I think Monoman1 also take it for granted. Download and extract in SSEdit folder so that the included "Edit Scripts" merge with SSEdit's "Edit Scripts". The basic instructions are in the form of a "Help" file you need to open directly, there's an HTML version in another folder. After intalling scripts open ssedit with target armor mod plugins selected, you can deselect everything else. expand the plugin armor section using ctrl or shift select the assets to be processed by AT - Quickdisplay script. right-click the selection and click on apply script... type quick in filter, select AT - QuickDisplay from pull-down menu. click ok, (do not change anything in big text box, that a script preview\edit) in first text box, type FULL in second text box, type EDID (optional) click ( - ) button to remove third textbox. Maybe also the second box too if not needed. (you will know after trying the first time) click export as csv click ok. Sadly the file is exported directly to SSEDIT's "Edit Scripts" folder, move the file to a better folder and open it with a spreadsheet application. Next time you do it again the exported file get replaced, that why is better to move it. The file two columns and the plugin name is what you need for the getter file. Spoiler Exported file Spoiler data used in getter Spoiler Edited March 22, 2025 by safado
Voltron9100 Posted March 23, 2025 Posted March 23, 2025 11 hours ago, safado said: Now I understand why you want to do this. That bikini fur mod enhanced the bikini collection nicely. Thank you for the indirect hint. This is nice too. Quickdisplay is an Automation Tools script. Mator did it after the original "Merger script". I have it for 12 years now, so I take it for granted, I think Monoman1 also take it for granted. Download and extract in SSEdit folder so that the included "Edit Scripts" merge with SSEdit's "Edit Scripts". The basic instructions are in the form of a "Help" file you need to open directly, there's an HTML version in another folder. After intalling scripts open ssedit with target armor mod plugins selected, you can deselect everything else. expand the plugin armor section using ctrl or shift select the assets to be processed by AT - Quickdisplay script. right-click the selection and click on apply script... type quick in filter, select AT - QuickDisplay from pull-down menu. click ok, (do not change anything in big text box, that a script preview\edit) in first text box, type FULL in second text box, type EDID (optional) click ( - ) button to remove third textbox. Maybe also the second box too if not needed. (you will know after trying the first time) click export as csv click ok. Sadly the file is exported directly to SSEDIT's "Edit Scripts" folder, move the file to a better folder and open it with a spreadsheet application. Next time you do it again the exported file get replaced, that why is better to move it. The file two columns and the plugin name is what you need for the getter file. Hide contents Exported file Hide contents data used in getter Hide contents Thank you for the continued support. I hate to say it, but I still don't understand where you're getting the FormID variations and JSON Line.
NymphoElf Posted March 23, 2025 Posted March 23, 2025 (edited) @Voltron9100 You're putting hexadecimal numbers where there should be non-hexadecimal numbers. Hexadecimal is 0 1 2 3 4 5 6 7 8 9 A B C D E F Decimal is 0 1 2 3 4 5 6 7 8 9 You need to convert the Hexadecimal FormID to Decimal for the conversions to properly display in the spreadsheet. I agree that it's still a bit of an obtuse process though. Edited March 23, 2025 by NymphoElf
Fraying9981 Posted March 23, 2025 Posted March 23, 2025 Hi everyone, New to the mod and want to try it, not new to LL. Which mods complement this one nicely without breaking it? Devious followers I suppose, maybe some of the defeat mods? What else?
safado Posted March 23, 2025 Posted March 23, 2025 6 hours ago, Voltron9100 said: Thank you for the continued support. I hate to say it, but I still don't understand where you're getting the FormID variations and JSON Line. With the exported file data from SSEedit Quickdisplay you fill the first three columns left to right and the fourth column and rest get filled automatically. The plugin name you type it or copy the name using Windows file explorer.
Monoman1 Posted March 23, 2025 Author Posted March 23, 2025 Technically, to be safe you should use: Hex for SE/AE Decimal for LE 5
Herowynne Posted March 23, 2025 Posted March 23, 2025 4 hours ago, Monoman1 said: Technically, to be safe you should use: Hex for SE/AE Decimal for LE It’s great to see you @Monoman1 ! 9
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