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
nos.eea Posted March 26, 2025 Posted March 26, 2025 is there any alternate start mod that works with sls?
safado Posted March 27, 2025 Posted March 27, 2025 (edited) 3 hours ago, nos.eea said: is there any alternate start mod that works with sls? PCHS Wartimes - a daughter's tale LE (Alternate start scenario) 20200920 was modified by Monoman1 a while ago to use his SLS (last was 0.685) and it is called Wartimes Tweaks. Last working version of WARTIME TWEAKS 10.3 Spoiler Community modified: Wartimes AD Tweak SE - Based on Monoman1 Tweak v10.3. Sadly, it is currently a "little" broken, but they are trying to fix it. Allegedly they will post an updated version any time now. Monoman1 blog dump to acquire some dependecies. If it does not explicitly state SkyrimSE then is only of SkyrimLE. Use CAO from Nexus to convert assets to SkyrimSE, forget about form43 not being compatible with SkyrimSE, it does not apply to most mods including Wartime. Use CAO 5 to extract BSA and convert anything not animation. Use CAO 6 or newer to convert anymations animations, but will corrupt BSA and also crash if run more than once. Any SkyrimLe BSA will crash SkyrimSE. Use CAO to extract and remove extracted BSA from deployment. BSA can be recreated, but that require experience or level 60 Illusion 😁. Monoman1 reorganized the dependency integration and most of them are now soft dependencies. Also expanded the original story core system that "slowly" debase\breaks the PC, that the part where SLS and other mods got integrated. The work was not really completed, but it is playable and give a sense of the possibilities, like with many PCHS mods. Spoiler Recommend to set up SLS with the snowberry enable (only can be done during character setup in Alternate Start). Get rid of Bikini license by storing it in the desk drawer, until needed and still usable. Also disable the tollgate and licenses features until it can be tested that works with the current mod load. The other license mod done by the community will not integrate into Wartime or SLS., could cause confusion and conflict if used alongside wartimes and SLS. While role paying, consider "Father's Favors" as currency for the mod, the rate of loss or gain can be setup in MCM. There's a debug menu in SLS and Wartime, need to get a "hot" key setup to enable and UI extensions, it can help because mod still have some bugs or will conflict with other mods. Big mod load list will surely find some things conflicting with others, try to set any mod that triggers events disabled during the Wartime story line and enable after it complete any of it exit branches. Like having BAC enabled and becoming a cow while following Wartime story will conflict and not fit the story. I wrote a list of dependencies changes a while ago. This is a copy "re-organized" by AI and adding some of my experience. Spoiler Wartimes Tweak 10.x Dependencies Hard Dependencies: Need to be installed for the mod to not CTD. Sexlab Framework ZAZ Animation Pack 8+ (rev3 or newer revision of 8+) + ZAZ Patch (SkyrimSE version) (do not use ZAZ 7 or ZAZ 9, can CTD) UIExtensions (for hotkeys and proper initialization) Soft Dependencies (Recommended for Extended Features): Optional install, mod will enable some extra features when detecting any of this. SL Survival v0.675 beta or later (developed to complement Wartimes) SLS 0.685 was last version Alternate Start - Live Another Life (manual start available in Wartime MCM menu) ***(not needed now) Display Model 2 (no longer required, animation replaced with ZAZ version) Devious Devices Expansion (dynamic device removal cost, configurable in JSON configuration file) SLSO (tracks NPC orgasms) May require tweaking settings in SLSO to make it less difficult to reach NPC orgasm, or it will fail most of the time) Schlongs of Skyrim (adjusts Father's schlongs to preferred fix value) I think the option to select size was not really working. Do not change it. Use instead SoS MCM to change NPC sizes. SD+ (for PC enslavement ending) This is from the original mod, Monoman1 did not expand the original story's multiple endings. Simple Slavery (possible slavery outcome during Toss out scene) Added by Monoman1 for the expanded Submissive story line RapeTats (submissive sluts can request markings from Father) Added by Monoman1 for the expanded Submissive story line Amputator Framework Tweaked v1.6 (for Mother immobilization/punishment) Needed to enable the "Mother return home amputated" story line expansion dialogue options. Paradise Halls Enhanced (PAHE) (NPC house servant enslavement, controlled by Father) Added by Monoman1 for the expanded Submissive story line It is used to enslave NPCs as house servants. A way to delegate some tasks, but it needs to be requested by main NPC "Father". From Wartime 5.2: Paradise Halls: Father is building a harem of sluts with you as his queen slut. Assign PAH slaves to home duty. Father will grant you favour based on their stats: their body (weight), PAH submission, PAH sex training & wartimes 'home training'. Slaves will attempt to complete basic tasks for you when you're about to fail that task. Tasks covered: food, drink & sex for Father. Sex with Aldo. Cleaning the house & the supply run. Slaves can still fail their tasks and Father will hold you responsible for their failure too. Their traits are important for the success chance of the task. Slaves gain home training when they successfully complete a task. If they fail a task you can whip them to teach them a lesson and increase their training in the process. Even a useless slave is a nice safety net that might save you from failing a task. Slaves may periodically be fucked by Father or Aldo. Father's boredom plays a large part in the favour you receive from assigning a slave. If it's a new slave or a slave he hasn't had in a long time then you'll get the maximum favour for that slave based on her stats. If you assign a slave and immediately try to unassign her it'll cost you favour. If you unassign a slave and try to assign her back you'll get less favour due to Father's boredom with that slave. Slave must be wearing a leash collar. Only one slot currently. Probably bump it up to maybe 3 eventually. Additional Recommended Mods (from Author's Posts): Immersive Fashion Tweak Integrate Fashion features into the Submissive story, similar to Devious Devices request. Enabling integration of Devious Devises and YPS at the same time could cause conflict because one could block the other being applied. Devious Devices integration disabled in MCM by default. Recommend leave it disabled in Wartimes MCM when YPS gets installed. Fertility Mod v3 + Fertility Mode v3 Fixes and Updates Modern and more efficient version of what BeingFemale does. Recommend to install BSA version of Fertility Mod v3 and Fertility Mode v3 Fixes and Updates, loose version could cause issues, when combined. Fill Her Up Baka edition The version that works for your mod list, because many people complain about it not working. I think is custom races issues. Recommend normal race and not futa. Baka mods do not work with Futa (sexlab male, Skyrim female). Milk Mod Economy Some people have issues with the startup of this story line. It maybe NAVmeshes conflicts, breaking pathfinding of the NPC AI in the exterior sections of the house lot. The Milker asset is in an outside shack. Recommend using the milkers added to cities by MME instead, because the integration script used from MME on the milker in the shack may not provide the milk bottles. Milker invisible until story event triggers. Time Passes or Living Takes Time (for task time management) Is a Roleplaying thing. Recommend to also change timescale to something around 10, or the request from Wartime will be hard to complete. Bathing in Skyrim Tweaked Combined with Cum Overlay will trigger a covered by cum detection, and a request to stay dirty longer by "father". Sexlab Cum Overlays (for longer cum duration) I do not know if the newer Cum Overlay from the community still integrates. I think it does. Load Order Recommendations: Place "pchswartimes.esp" with a high load order number, near or before "modern brawl bug fix.esp" and the bashed/smashed patch. Ensure "pchswartimes.esp" loads after any lighting effect modifiers. If unsure, load "pchswartimes.esp" last. This is necessary to allow a task that requires entering a private residence before befriending the NPC. Can be workaround by using the console to befriend the NPC owning the house. The mod tries to change the ownership of the house to a group and register the PC to that group during task quest, but that integration will be rolled back by mods that modified cells, like lighting modification mods. If you know how to do the console, the mod can be in any position after dependencies, including soft dependencies, because of the detection script may get stuck if PapyrusVM is overloaded, and the MCM do not appear as a result, normal SKY-ui issue. SkyUi reset likely will fix it. My original text before running it by AI Spoiler Wartimes tweak 10.x hard dependencies are: sexlab zaz animation pack 8, but for SkyrimSE is 8plus (8+) rev3 + ZAZ Patch UIextensions: now needed for hotkeys and proper init. Soft dependency but integral to extended features : SL survival, v0.675 beta or better, is developed to complement wartimes. Recommend placing"pchswartimes.esp" high(index number) in the load other, near or before the "modern brawl bug fix.esp" and the bashed/smashed patch. Make sure is loaded after any lighting effect modifiers. If not sure, load it last. Not listed, but also a soft dependency: Alternate Start - Live Another Life technically not needed, the Wartime MCM menu also has a manual start. EDIT MAR/30/2022: I was copy/pasting and forgot to add some old/new stuff: Display Model 2 is not required. It is soft dependency now and the animation used is replaced with a valid ZAZ version. DM2 assets were intended for pchsWartimes2 "Wartimes - Soulgem Factory" but that quest never got completed by PCHS. Devious Devices Expansion: Soft dependency. Dynamic DD removal cost. The favor cost to remove a devious device goes up when you get one removed. This cost gradually reduces back down to the base cost over time. Max cost and increment configurable in json: ddreminc & ddremmax. Minor devices like collars and cuff are ignored by default to maintain corruption/slavery context of Wartimes. SLSO: soft dependency. Track NPC orgasms to validate "satisfaction". May need tweaking SLSO settings because of some issues with the mod edging forever. Schlongs of Skyrim: Soft dependency. Change Father's schlongs to preferred fix value instead of default random. SD+: soft dependency for some path that ends Wartimes main quest with the PC enslavement (Enslaved Daughter/Niece end). Not having it will not break the game but instead will result in the PC in normal play with Wartime ending, and it quest completed. This is not changed from original Wartime. Simple Slavery: Soft Dependency. During Toss out scene, a possible outcome could be slavery by Simple Slavery's mods add-on. RapeTats: soft dependency. Submissive sluts can ask their Father to mark them like the slut they are in exchange for favors. Amputator Framework Tweaked v1.6: Soft dependency, used for Mother "immobilization/punishment" context. Paradise Halls Enhanced(PAHE) is soft dependency, it is used to enslave NPCs as house servants. A way to delegate some tasks, but it needs to be requested by main NPC "Father". From Wartime 5.2: Paradise Halls: Father is building a harem of sluts with you as his queen slut. Assign PAH slaves to home duty. Father will grant you favour based on their stats: their body (weight), PAH submission, PAH sex training & wartimes 'home training'. Slaves will attempt to complete basic tasks for you when you're about to fail that task. Tasks covered: food, drink & sex for Father. Sex with Aldo. Cleaning the house & the supply run. Slaves can still fail their tasks and Father will hold you responsible for their failure too. Their traits are important for the success chance of the task. Slaves gain home training when they successfully complete a task. If they fail a task you can whip them to teach them a lesson and increase their training in the process. Even a useless slave is a nice safety net that might save you from failing a task. Slaves may periodically be fucked by Father or Aldo. Father's boredom plays a large part in the favour you receive from assigning a slave. If it's a new slave or a slave he hasn't had in a long time then you'll get the maximum favour for that slave based on her stats. If you assign a slave and immediately try to unassign her it'll cost you favour. If you unassign a slave and try to assign her back you'll get less favour due to Father's boredom with that slave. Slave must be wearing a leash collar. Only one slot currently. Probably bump it up to maybe 3 eventually. Soft dependencies from author posts below: From original Wartime tweak modification from Monoman1. Recommended mods for 'full' experience 2x Tweaks above. He meant: Amputator Framework Tweak Immersive Fashion Tweak A pregnancy mod - Either Fertility Mode or Beeing Female I recommend Fertility Mod v3 and add-on/patch Fertility Mode v3 Fixes and Updates Fill Her Up Baka edition Devious Devices Expansion SL Survival (the beta) Milk Mod Economy Optional - 'Time Passes' or 'Living Takes Time' to make tasks like cooking take time. Bathing in Skyrim Tweaked A mod that makes cum last longer - Maybe Sexlab Cum Overlays. Edited March 27, 2025 by safado
Fraying9981 Posted March 27, 2025 Posted March 27, 2025 This mod is amazing! 1. How do you know/check cum addiction status? 2. Im running SE, the tongue&open mouth system dont work. Tongue goes through chin wo open mouth, and open mouth does nothing. I installed the patch somewhere on this thread and now nothing changes at all? Anybody know a fix? Im using conditional expressions for oar but idk its the cause bc the other animations are running fine.
Voltron9100 Posted March 27, 2025 Posted March 27, 2025 (edited) On 3/23/2025 at 3:46 AM, safado said: 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. So I made this up, but clearly I'm doing something wrong because it still doesn't show up in game. The instructions don't really explain some important steps in this process. Where should Model Path be pointing? What else is needed? It would be nice if the instructions weren't all disjointed and that step one, is on a different page from 3 years ago, step two is on a different page from 4 years ago, and step 4 is... where was step three? Being sarcastic, just a bit frustrated. I also don't understand if you're supposed to make a NEW bikiniarmors.json for each mod, or keep adding to the same one? Considering that this one that came with a patch, has one mod listed, but incorporates items from another mod. If you DO make a new one, what do you name it? Does it matter? At the end of the day, I'm really just anxious to get this working because I think it's a cool feature, I just wish there was more than just one or two low level light armor bikini sets added to the breakdowns. I also just wish there was a list of user created jsons I could just copy and paste in. surely someone's got something? The one sent earlier (SL Survival-BIKARMOR_TEWOBA_TAWOBA-REM_KWs) doesn't add much to the breakdowns, and neither do some of the other patches posted. It spawns them throughout the world, but I didn't notice any new breakdown options. Edited March 28, 2025 by Voltron9100
Monoman1 Posted March 28, 2025 Author Posted March 28, 2025 (edited) 1. You're probably not going to get much help with pictures of a text file because it can't be copied and pasted. Either post the file itself or copy the text into a code snippet (javascript), like below. { "form" : { "sourcearmor" : "118166|Dragonborn.esm" }, "int" : { "value" : 220 }, "float" : { "skillreq" : 60.0, "weight" : 6 }, "string" : { "cobjname" : "Break Nordic Carved Boots To Nordic Carved Bikini", "modelpath" : "SL Survival/BikiniBreakdown/Custom/NordicBikiniBoots.nif", "modname" : "TheAmazingWorldOfBikiniArmor.esp" }, "stringList" : { "parts" : [ "boots", "thigh", "poleyn" ] }, "formList" : { "boots" : [ "14061|Notverigud Nordic Carved Bikini.esp" ], "thigh" : [ "14079|Notverigud Nordic Carved Bikini.esp" ], "poleyn" : [ ] } } 2. Did you run your json through an online checker to check for formatting errors? https://jsonlint.com/ 3. Did you hit the Build breakdown recipes button? 4. Are you using LE? Looks like you're still using decimal. Like I said before, there was an issue with certain functions within PapyrusUtil SE not working with decimal. Open to correction but I don't think it has been fixed. This site can convert numbers in text to hex and vice versa. Just copy the entire file contents in. No need to remove the alphabetical text. Check the 'add 0x prefix' button. Just watch out for any non-formid numbers will also get converted. https://www.convzone.com/decimal-to-hex/ Edited March 28, 2025 by Monoman1 5
Hex Bolt Posted April 3, 2025 Posted April 3, 2025 2 hours ago, thelogo said: i dont see the mod on mcm , how to i tweak it? - If you use a mod that reorders the list of mods in the MCM, recently-added mods might appear at the bottom. - Be sure that you have installed the prerequisites and that they are working. - Check that it is enabled in your mod manager. - Save and reload your game. - Try "setstage SKI_ConfigManagerInstance 1" in the console and wait a minute or two. - Enter any other mod's MCM menu, then exit and wait a minute. - Try reinstalling the mod. - If you have many mods, you might have exceeded the MCM limit.
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