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Harpalus

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Everything posted by Harpalus

  1. From the comments section here: This really is off topic, though. It's also (as admitted by the author) not a very good reason, but I suspect that fear of instability based on past experiences is probably the main objection beyond laziness. According to this WINE report, SKSE even works properly in Linux.
  2. If having a NSFW pack on the wiki is acceptable, then I am interested in making a page for it. Thank you! With that being said, now is not the best time. I'll get back to you when I'm ready to put things on the wiki. I still have a fair amount of work ahead of me. A disappointing number of outfits have clipping issues, for a start. I'll have a fair amount of work to do in Outfit Studio fixing these issues, and I can't really get started on that until I finalize the sliders (the female body shape). I won't be distributing a body mesh until the sliders are finalized so the instructions are a little too complicated at present for broad dissemination. At the moment I'm going to wait for a little while in order to give people time to give some feedback, and I'll continue making mental notes on what I want to include. I already have a short list of additions in mind.
  3. Sorry! I should have tested first. The fix is easy. Open up Lore-Friendly Body Overhaul.xml in notepad and change this: <Preset name="Lore-Friendly Body Overhaul" set="CBBE Body HDT"> to this: <Preset name="Lore-Friendly Body Overhaul" set="CBBE NeverNude"> In an unrelated note, I'm finding that I prefer NSFW: True Daughters of Skyrim to Mature Skin. I've updated the front post accordingly, and hopefully that will also fix any neck seam issues people have when following along. I still need to post some proper comparisons at some point.
  4. I quite like True Storms, personally. Splash of Rain is listed as a Recommended Mod on the mod page for True Storms, so I'm guessing they work well together.
  5. In case people didn't see it, I thought I'd bring this problem to your attention. If anybody else was experiencing "blue vortexes" when using Disparity, Yield 2.0 is the cause. I'm mentioning it here because it's mentioned a few times on the Modular Morrowloot Overhaul wiki page. 90 minutes of mod testing to find the culprit of one annoying issue is not fun.
  6. Sorry to drag this one up by bumping it, but I just identified it as the cause of this visual bug. This is because the mod's spells aren't flagged as Unabsorbable, causing mods that add "Absorb Magic" to NPCs (such as Disparity) to trigger. This isn't apparent in most load orders because most NPCs don't have a constant "Absorb Magic" effect. Just a small warning in the hopes of saving somebody else an hour and a half of annoying mod testing.
  7. If you don't want nudity, you should be able to install everything according to my instructions. Then at the end, in BodySlide, instead of choosing "CBBE Body HDT", choose "CBBE Nevernude". Skip the HDT instructions.
  8. As a small correction, it seems that I was wrong about Toxicity. From the mod author: Apparently I have a conflict that I hadn't noticed. I personally disagree about the rarity of cure poison potions, so I'm not certain if I'll be fixing this particular conflict. I'll probably delete the cure poison record from Toxicity entirely, actually. I suppose I could also just stop turning all of my characters into alchemists, but I prefer the former, easy solution to the latter.
  9. CBBE does not install a skeleton by default, and I apologize for the confusion. You only need the XP32 Maximum Skeleton if you're using HDT. You don't need to worry about it otherwise. Don't worry about needing XPMS to overwrite CBBE or anything like that: that was misinformed advice on my part. (Sorry!). I've updated the main post with (hopefully) much better instructions and less rambling, and listed exactly what options to select for CBBE and Practical Armor. I've never ctrl-clicked inside of BodySlide, so I don't know what it does. Just left-click as normal, and it will appear inside of Skyrim\Data if you're running it from outside of Mod Organizer, and into ModOrganizer\Overwrite if you added it to the list of MO executables and ran it from there. Everything it generates will be inside of a "meshes" folder. The simplest solution to keep track of what's what is to make sure that you don't have a meshes folder inside of your standard Skyrim installation (if you're using Nexus Mod Manager, you're out of luck) or inside of your Overwrite folder before you start. That way, the entire "meshes" folder will be what BodySlide generated. I've updated the instructions to include all of this. Again, thank you for the feedback regarding confusing instructions!
  10. For now, do that, yes. You might not need to install XPMS (XP32 Maximum Skeleton), as its in STEP Extended. I'll try to update the original post with simpler instructions later today. For BodySlide: - Run BodySlide. - Choose "CBBE Body HDT" for Outfit/Body (or CBBE Body if you don't want HDT) - Choose "Lore-Friendly Body Overhaul" for the preset. If you don't see it, then my .xml file isn't in the SliderPresets folder. - Click Build (not in Batch Build, just the Build button front and center) - Find the new meshes folder inside of Skyrim/Data (or ModOrganizer/Overwrite), and copy and paste it over top of your CBBE installation. That's all, as far as building the body goes. You only need to click "Batch Build" if you're generating outfits. If you are, its as simple as clicking Batch Build, unselecting everything (right-click, unselect all), re-selecting only what you want to generate, and then clicking Build. Most of the setup process is just installing the Bodyslide files necessary for those outfits and armor to show up when you click "Batch Build".
  11. I prefer Toxicity to Chasing the Dragon primarily because Chasing the Dragon allows "cheating". Cure poison and cure disease (or, because cure disease doesn't scale, any ingredient with cure disease as a primary effect) are all you need to completely negate anything bad it throws at you, and I'm swimming in both on every play-through I've had. You can even just go to a shrine to cure you of addiction. This completely negates the entire point of the mod to me, because both potions are common and plentiful enough so as to make CTD's effects harmless. Even shrines are plentiful enough. I don't mind Toxicity's lack of addiction or that it makes me fall down as a harmful effect, and I also can't cheat with it. Perhaps I'm being too hard on CTD here - it's a decent looking mod - but I already know I'd just carry around cure disease/cure poison with me everywhere I go (like I always do) and that I'd never actually have any meaningful penalty against potion use. It feels a little like enabling Dangerous Diseases in iNeed or RND, only to carry around Cure Disease and never actually see anything bad happen to your character, or enabling pitch-black nights and then just carrying around a wearable lantern to negate it. (What's the point, in both cases?) Using Toxicity and Immersive Potions are enough to significantly limit potion abuse, and I really like being forced to retreat and rethink my strategy because I can't keep using potions as a crutch to help me through a hard dungeon. With CTD I'd just use a cure poison potion and carry on spamming them, so it doesn't actually change how I play. It becomes yet another "pause the game and solve the thing" action I have to take periodically, and there's plenty of them in the game already. (I like Frostfall for similar reasons, and dislike needs mods for similar reasons). I like Cobb's Encumbrance, but this one is really down to personal taste. My new playstyle involves NOT looting everything, and only taking things that are actually useful to me. Money is relatively plentiful, even with scarcity, reduced gold, trade & barter... I personally find it very refreshing to not worry about grabbing everything I can get my hands on, and Encumbrance helps with that by effectively providing me with a bonus for ignoring things. Without encumbrance there's no penalty whatsoever to taking everything I can stuff into my inventory, and I spend more time "looting" and "collecting". Even worse is the inevitable inventory juggling when you're at capacity, and who isn't almost at capacity at the end of every dungeon or cave? When you think about it, it's a little ridiculous looting everything blind and spending far more time selling shitty loot to vendors than actually buying anything from them. Not very "dragonborn-like" behaviour, and Encumbrance is one of the only mods that helps to discourage it. (Whoever heard of an already-wealthy hero that strips everyone they defeat butt naked like they're some petty bandit?) There's a mod that completely disables the ability to sell things to vendors, but that solution is a little extreme for my tastes. Artificially limiting how much gold you'll get from selling things doesn't really address the problem either, it only addresses the "plentiful gold" problem.
  12. The only thing about CBBE that matters is Bodyslide. Just use standard CBBE. (Perhaps I should have linked to Bodyslide instead, but I haven't actually tested to see if ignoring CBBE and just using Bodyslide works, so just select standard CBBE). The textures will be overwritten and the meshes will be re-generated by Bodyslide. I store everything that Bodyslide generates inside the CBBE folder, rather than make a separate entry for generated Bodyslide meshes. (This means you'll need CBBE to overwrite Practical Female Armors in Mod Organizer, yet be overwritten by Mature Skin Textures or whatever other skin textures you prefer). For Caliente's Vanilla Outfits, we only care about the plugin and the bodyslide folder. Again, the meshes will be overwritten. There are two versions of all of these outfits that show up in Bodyslide, annoyingly: "vanilla" and non-vanilla outfits. The vanilla outfits do just that: they generate the vanilla outfits, so you'll be generating the "non-vanilla" versions of all CalClothes and CalArmors. (And then, in turn, overwriting some of those by generating Practical Female Armors, which is why I do that last). I do recommend every armor for Practical Female Armors, so I use every option except for AMB. I don't use aMidianBorn armor textures, but if you use glass variants or differently ebony then you'll need to select it. We'll be overwriting most of this when we generate the Practical Female Armor meshes in Bodyslide (the main download is adapted for vanilla females), but we'll still need the ESP file that Practical Female Armor includes and also the vampire robe textures. Besides, unless you're hurting for hard drive space it doesn't hurt to have the vanilla outfits available in the Practical Female Armor folder if you ever decide you prefer the vanilla female body mesh. You'll probably need to generate FNIS at the end, and I should have noted that in the instructions. Sorry for the confusion! I'll have to take the time to write better instructions. Most of the work is just opening up Bodyslide, generating the outfits, and copying and pasting them over..it's less work than the big block of text might indicate. I'm being too verbose about everything. I hope to just have a final download when everything is finalized, so things will be easier. If all you want to do is to test the body, then ignore Caliente's Vanilla Outfits, CB++, and just use Bodyslide to generate the female body I included. You'd probably want Practical Female Armors (regular, vanilla version with all non-AMB options selected) just to see what they look like, as well. If I have a "beta" period, I'll distribute an archive for testing. I have a lot of work to do before that, though..once I finalize the sliders and the actual body shape, I'll need to use Outfit Studio to fix things up by hand. In my limited testing so far, the starting prison clothes have clipping problems with the shoulders and chest, and hips clip through the Ancient Nord armor, so there are some issues here or there. I'll probably need to test every outfit that ships in the game with both extremes of the weight slider. The few vanilla outfits I converted seemed fine, ironically, so I'm even tempted to drop BodySlide entirely - but then there will be noticeable arm and hip size variation when equipping/unequipping things. I'll wait until I finalize the female body sliders, though, so people have plenty of time to leave feedback.
  13. Did you try the "Lighter Rain" alternate texture? I haven't tested this much myself, so I'm curious about it.
  14. I also think STEP should include this mod. There are a number of mesh fixes that can help this issue as well, but given the quotes I listed here, I vote for this mod and against any complementary mesh fixes unless I can find a better explanation on why they're necessary (and why USKP dislikes them).
  15. Deleting (or changing) the relevant records in the STEP patch yourself is the only way. Instructions are below, but you'll want to back up the patch beforehand and take it slow. If you're not comfortable with TES5Edit then you'll just have to live with these mods. Download and install No Spinning Death Animations and No NPC Greetings in your load order, then fire up TES5Edit and load everything. Both mods are fairly small, so it should be fairly simple to go through both the newly installed No Spinning Death Animations ESP and the No NPC Greetings ESP individually and delete or change the relevant records from the STEP patch, using the original ESPs as a reference. I suggested loading everything so that you can see if there are any conflicts along the way. If removing one of these records is a problem (because it resolves some other conflict), then just note what change No Spinning Death Animations or No NPC Greetings made and reverse that specific change. As mentioned, both of these mods are quite small so this shouldn't take long. Afterwards, of course, remove No Spinning Death Animations and No NPC Greetings from your load order, after the patch has been stripped of the changes they make. Those mods are relatively easy to remove from the patch, but if you're trying to remove much else from the patch (anything that Core/Extended patches, rather than includes) things will get more complicated: you'll need to change the master in Wrye Bash to a dummy ESP (I usually use the first HRDLC esp), save the changes, then load it up in TES5Edit, search for errors, and fix every error it lists. Then clean masters. The Patch Changelog is invaluable for this. Personally, I started with STEP Extended, then deleted enough over time that I'm essentially down to STEP Core (plus my other mods). Still, for most users I'd suggest just sticking to Core or Extended and adding onto it. At least the two mentioned mods are relatively easy to remove, most aren't as simple.
  16. Yes, I take back my Eye Normal Map Fix suggestion for that same reason. I also prefer Xenius to Natural Eyes, even ignoring the eye color changes. There's just too many stylistic deviations, and every non-beast race's eyes look the same in style. I like how different the different race's eyes are in vanilla (or Xenius).
  17. As requested, some close-up shots. Altmer this time. (Actually, I take back my Eye Normal Map Fix suggestion. There's a noticeable "halo" effect, even with the optional file that's supposed to fix that). I'm more concerned about Natural Eyes, in any case. Xenius/Xenius & Eye Normal Map Fix/Natural Eyes
  18. These are the closest eyes that Natural Eyes has to the vanilla eye color on that slider setting. Note the different slider setting: I still don't know why the eye color textures were rearranged arbitrarily, as that changes NPC eye colors. There is noticeably more "white" with the Natural Eyes as well, making him look much more human (to me) than he does using the vanilla or Xenius eyes. The aesthetic of the Altmer and Bosmer are changed, in my opinion: I encourage you to disable Natural Eyes for a moment and take a look in-game.
  19. Why is Natural Eyes recommended over Xenius eyes in STEP core? In vanilla Skyrim and with Xenius eyes, high elves have all-yellow eyes, dunmer have all-red eyes, etc..it helps give them an ethereal appearance and differentiates them from humans. With this mod altmer and bosmer resemble humans much more strongly than than they do in vanilla, which doesn't seem in keeping with the lore of the game. (I also think it's a change for the worse, personally). Eye colors are also (somewhat arbitrarily) changed. Wood elves in particular are given several eye color changes and pupil-size changes that (in my opinion) make them look more like Tolkien's elves than Elder Scroll elves. Bosmer all-yellow eyes are turned into "human" blue eyes, for example, and all-violet eyes are turned into "human" brown eyes. Altmer are given a similar treatment, and orcs are also made more "human-like", with cleaner pupils than their vanilla/Xenius eyes (although this is a much more subtle difference). There's an elven eye alternative in optional files that goes partway towards remedying some of this, if everyone still prefers Natural Eyes. The changes to eye colors alone, though, seem outside of the STEP:Core mandate. ("mods that subjectively alter or contrast with the style of vanilla Skyrim") Xenius eyes are a much more straightforward upgrade over vanilla eyes: they look nice, are already installed by STEP, and don't change any of the races thematically like Natural Eyes does. While I'm on the subject of eyes, I think Eye Normal Map Fix is a good improvement and compliments Xenius nicely. EDIT: I made a set of comparison screenshots to illustrate what I mean. Each picture is of the same eye slider setting. Sorry about the cursor and face moving around. Vanilla/Xenius Character Enhancement (Current STEP without Natural Eyes)/Xenius Character Enhancement with Eye Normal Map Fix/Natural Eyes (Current STEP)
  20. I'm still working on this a little when I have time. I've been putting a lot of thought into what textures I want to recommend, and have done a lot of texture comparisons in the past day. I still need to finish updating the OP. I encourage people to try it out and see what you think: instructions are included. Version 3 is uploaded. I scaled back the upper-end of the muscle slider a little and decreased thigh and breast size to resolve some of my clipping issues. Some thoughts on how the pack is progressing: I like my current sliders, but there's clipping with some armor and clothing. I can't reduce muscle mass much more without compromising the "strong woman" premise, so I may end up fixing up these meshes myself in Outfit Studio and uploading the final version. Despite my original preference for SoS "Light", I've decided to drop it for the Sundracon meshes from Better Males. I did look at Shape Atlas for Men, but it does too much for my taste. I have a few reasons for switching to Better Males (besides avoiding a link to LL): it's better supported by available textures, the mesh more closely fits the default male mesh, and it allows me to include Windsong Character Overhaul in this pack (which will be 100% optional). STEP textures will still overwrite everything in WSCO, but including it is a nice touch. This is also a little beyond the original scope of the pack, but it's relatively easy to support and I find I quite like it after overwriting its textures. I'm open to suggestions for character improvements to compliment WSCO, but I want to keep this minimal (Inhabitants of Skyrim is out) and lore-friendly (not everyone in Skyrim is attractive!). I want to keep things relatively simple and compatible. WSCO will confict, but it edits far fewer NPCs than I expected (which is a bonus for compatibility), and is very "lore-friendly". A patch is available for Requiem, and I'll be making a patch for STEP compatibility. I've also settled on NSFWish: Forgotten Argonian Roots, NSFW: Feminine Khajiit, and NSFW: Better CoverKhajiits for the beast textures. I had to create a custom texture for Forgotten Argonian Roots to get it working properly with Better Males without seams, so I'll need to get permission from the mod author to include it. I'm not a huge fan of the Khajiit male texture I linked, but there's a pretty severe lack of texture support here. The best I found (in my opinion) was NSFWish: Muscular Khajiit (the light version), but that doesn't support Better Males. If anybody has a recommendation for Khajiit males, I'd love to hear it. I am, of course, waiting for SkySight Skins support for Better Males, and for extra support for the beast races I'll be including the excellent Khajiit and Argonian textures from Bethesda Performance Textures, allowing them to be overwritten. This gives them much nicer warpaint/markings/etc than either vanilla or Xenius. I also rather prefer Gamwich's textures to Coverkhajiits. I have a personal preference for Xenius's eyes over STEP's Natural Eyes recommendation, as I dislike some changes Natural Eyes makes: it takes away all-yellow eyes from Altmer, for example, taking away some of their uniqueness.
  21. Pumping Iron already works with females. There aren't any technical issues with the mod that I'm aware of. To see the issue, take any female character and (without using a body mod) remove all of your equipment. Then, using showracemenu, adjust the weight slider back and forth and judge for yourself. The issue for me is immersion. I'm attempting to remedy that with a new body. If what you really want is the vanilla body without the chest size adjusting then I'm afraid you'll have to work out slider settings for yourself: the BodySlide tool allows you to generate a vanilla body that is mostly accurate, but it disables all of the sliders. Producing a vanilla body without the breast growth would require creating a new preset, and coming up with one that closely matches the vanilla body would require a fair amount of effort. That being said, my current preset is reasonably close. I never really expected to put out anything before, as I'm not experienced with 3D modeling and I'm pretty much just using the Bodyslide tool and supporting mods. Unfortunately there seems to be relatively little interest in resolving this, so I wanted to try fixing it myself. UNP, UNPB, CBBE (including literally every preset included with Bodyslide) don't resolve this either: the weight slider for any of these body mods is really a "thickness/breast size" slider, not a "muscle" slider. Even CNHF has a "d-cup" body, and most of the supporting armor for it is based off of it: the effect being that even CNHF women have boob slider syndrome. There's no escaping it: you name it, every preset or body mod I've ever seen for Skyrim has one, with the exception of pure CNHF (without the d-cup option). STEP is doing good work on a female body replacer, but they're focusing on compatibility with vanilla. Of course women have differing chest sizes, but as there aren't two weight sliders (and I happen to like Pumping Iron) I prefer to just get rid of the size variance and make the slider focus on muscle growth instead. Hope that clears things up!
  22. Doesn't Weapon and Armor Fixes Remade already include this? From the changelog:
  23. Try checking with TES5Edit to see if something's conflicting with those records. The mage armour overlays work for me.
  24. Does anybody know what the "unexpected issues" caused by Expanded Winterhold Destruction Ruins are? I went to add another mod or two from REGS to my load order and noticed that I can't download it anymore. The author appears to think the mod is beyond repair, seemingly, because it's hidden "indefinitely". Perhaps REGS should be updated to remove it? Or if it's still fine, do we have permission to host it? I didn't have it downloaded, so it looks like I missed my chance to see the mod.
  25. Yes, I should be more specific, given how many fixes there are for this issue. I'm voting for this mod unless somebody can provide some elucidation as to why the USKP team dislikes the mesh fixes and how those problems have been addressed. This is the one recommended by the USKP team.
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