dweezer
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Nimorphus - Inflation Framework
dweezer replied to ilostmysn1210's topic in Downloads - Skyrim: Special Edition Adult Mods
So, I’d like to adapt some of the SLIF patched mods that I use to this system, but I’m curious as to the difference in performance of NIF vs SLIF, and if it doesn’t have the bug I’m currently seeing in SLIF sometimes where a NPC gets registered two times at once for the same mod, and inflates to the limit and causes huge performance issues unless I save and reload right away. Edit: So I decided to dive into the deep end with Bimbos of Skyrim and am already hitting my first roadblock. When it comes to unregistering an actor from a specific mod, I see there's a ResetAllActors function, but I'm not sure if that's ideal for removing just one mod from a particular actor. Is there the possibility of adding a function to address this particular thing if one feeds it the modname and actor? -
TWO - Total Werewolf Overhaul
dweezer replied to Frosferes's topic in Downloads - Skyrim: Special Edition Adult Mods
Got this generally working fine on 1.5.97, I just have one quibble in that my character goes completely invisible during the transform animation (but no problems reverting, and is fully visible while wolfed out). The mod is loaded as late as I can get in the order, and has nothing overwriting it that I can tell with MO2. The only other WW mods I have is Moonlight Tales Mini with the appearance system disabled (tempted to remove this one entirely) and Werewolf Loot, and this mod is loaded after those two. Are there any other things I should look at?- 1293 replies
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- hdt
- werewolves
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I'm uploading the copy I have from a couple of years ago, though neither sirsleepy or the OP are around at this point, and the mod is preventing my game from loading if it's installed. Not sure if it's a simple re-save within S4S, or extra tuning is needed. It's all Greek to me anyway. sirsleepy_Simray_Body_Modifications.zip
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Between mods like Rad Morph Redux, Assimilation, Family Planning, Wasteland Dairy Framework, and others that are pushing morph values to LooksMenu/BodyGen, I find things a bit dismaying in that there's still no equivalent to SLIF and have options other than largest value wins for each morph. I wouldn't mind trying to recreate this within FO4, but I'm already seeing a major blockage in that there's no dynamic variable storage like Jcontainers or StorageUtil available that could be used to tally up all morphs for an actor for each mod and math out the averages like SLIF did. Is there a way to grab, store, read, and tabulate arrays on the fly within the various FO4 papyrus plugins out there, or is it a pipe dream I shouldn't hold my breath on?
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Sounds promising. I'd be interested in what JSON files you created and the triggers you set for those, if you please. Edit to add: I think I have a way to include checking for negative using StringUtil and keeping things as one commandlet ssva1 = Nioverride.GetBodyMorph(mate,ss2,"sl_triggers") if (StringUtil.getNthChar(param[4], 0) == "-") ; check if the first char is negative - not sure if the sign is saved during resolve, so bypassing that for the check ssva1 -=ss3 as float Else ssva1 +=ss3 as float EndIf if ssva1 == 0.0000 Nioverride.ClearBodyMorph(mate, ss2, "sl_triggers") else Nioverride.SetBodyMorph(mate, ss2, "sl_triggers", ssva1) EndIf Nioverride.UpdateModelWeight(mate) Let me know how that works for you.
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I *think* I see what was happening. I wasn't calling UpdateModelWeight within the commandlets, so Nioverride wasn't forcing a new render during the function call. I've amended that for both functions, and also added in a if / else switch for if the value of the specific morph ends up zero as to clear it out (I believe that negative values can be passed as a string, but I could be wrong). sl_triggersCmd.pex sl_triggersCmd.psc
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BananasManiac's - Butt Enchanting
dweezer replied to BananasManiac's topic in Downloads - Skyrim: Special Edition Adult Mods
I noticed there's an issue with the MCM script in that trying to change the morph names in that section doesn't work. The buttmorph OIDs in both OnOptionInputOpen and OnOptionInputAccept are missing. -
I think it's because it's still feeding in a value in and I didn't set anything to specifically clear out morphs (or how to handle zeroing out a morph). For this attachment, I did just add in a commandlet for clearing all morphs in one go on an actor as a quick-fix, and you don't have to give a value to do so. Let me know if you need a command for only one morph at a time as well. Usage: "actor_body", "$self" / "$partner", "clearmorphs" sl_triggersCmd.pex sl_triggersCmd.psc
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SoulGem Oven 4: Integration Fork
dweezer replied to Murphiee's topic in Downloads - SexLab Framework SE
SLIF isn't native, so yes. That said, there's enough differences between the two versions for the changed file that it's better to wait on the updated patch rather than try to use the old version's patch for this one.- 1793 replies
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In my case with the NPC crashes from 2.0+, I traced it down to not having the bgsm material files in place that came with the NFSW addon, then added in the textures from there as well when I started seeing purple disembodied heads or other placed body parts. One example that comes to mind is in Hyde Park with the head placed on the BBQ grill in the shed on the East side.
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Technically, someone already did a mod that replaced Dogmeat's race data for a female human on the Nexus, which can be furrified. However, vanilla animations involving Dogmeat, especially during the main quest get rather wonky doing that.
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Still seeing crashes related to the 2.2 NPC files. I rolled that back to 2.0 and can continue on fine. This time was a single SM corpse on the bridge South of Bunker Hill with 3 mole rats present (if that narrows down the encounter table / instance).
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As I was made recently aware of the v12 version of triggers and that I had compiled for v11 originally somehow, here's the modified v12 version of sl_triggersCmd with my functions added. sl_triggersCmd.pex sl_triggersCmd.psc
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As I pre-applied "sl_triggers" as a morph keyword instead of "" inside the script code I submitted, I don't believe RaceMenu can see those values as to directly manipulate them. I did things in this fashion to avoid conflicting / overriding other morph calls that don't use keywords.
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While creating a new Fox character in the current version of the mod, I noticed that the hands weren't getting the matching diffuse texture to go with the gradient that starts at the forearms. A quick look in the CK shows me that the female fox hands are using the Lykaios hand textures and that there isn't a female Fox-specific texture override present. Just as an FYI for it to get looked at in a future release and I'll create my own workaround in the meantime.