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Quikieee

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About Quikieee

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  1. Backing up Skyrim.

    if you use mod organizer properly, it SHOULD (as far as I am aware of) not change your data folder at all, making it much safer than steam workshop/manual installs/NMM... as far as i understand it, MO creates a "virtual" data folder for each of it's profiles, grabbing the data from your skyrim-install, and from the mods you installed through MO, every time you start skyrim through MO.   this means in return, that your skyrim/data folder is empty ('cept the official files) and loot won't find any mods to sort if you execute the standalone. you need to start loot (and other tools, like FNIS, bodyslide, tes5edit etc) through MO aswell. There is a "add executable" button at the top, but i suggest looking at MO's documentation wiki (button on the top right in MO) for details on most common tools.   i hope this is what you meant with "MO's weird placements".   if not, ask more specific questions and i'll happy to try to help out.
  2. Collison for Animations

    not a tottally "correct" explaination, but close enough to explain the issue...   simplified said, you character (or any for that matter) in terms of gameplay is a box, he occupies space depending how big this box is. if you bumb into an NPC the actual models dont necessarily touch, but the 'physical' bumb still occurs. within the box, the game draws the character model and its animations, eg. idle animation while standing around.   so if you press the movement key, you dont move the character or the character model, but the box. AND you are setting flags like "moving forward", "moving backwards" etc   if you start more fancy animations, like the dances, the physical box remains still and doesnt move. but the dance-animation is drawn, and this dance-animation might actually leave the physical box. when this happens, clipping (might) occur. the minor physical bumps (like ankles/knees mentioned above by redflyingmonkey) which might occur are not depending on the physical box, but the skeleton. the skeleton doesn't define the characters physical location within the world, but are more of framework for the 'drawing' of animations.   you can observe the difference between the physical box and the character-animation when using archery aswell... arrows hitting and sticking in the air close to an enemy while not actually touching the body. the box is a bit bigger than the model.     this explaination isn't 100% accurate, but accurate enough to explain the general functionality and difference between (hit)box and character model
  3. ok.... i pruned some (read = 1 or 2) mods from my list... i'm still convinced 90% of the mods serve a unique function each and most redunancies are either flagged experimental (Cursed Loot) or very basic (sexlab leveling) in comparison to primarily used mod (Death Alternative + Defeat). Or are explicitly named as beeing a good combination of either modauthor (Cursed Loot + Deviously helpless).   concerning the "theme"... it's actually geared towards a lightly armed/armoured thief-like character, only looting valueables (not the high v/w enchanted weapons), no crafting playthrough while still trying to be somewhat playable (i still haven't finished the game yet in all those years, i think i actually never progressed more than 10 mainquest yet, though finished several factions/sidequests/maincities several times by now.. but oh well... bethesda was never a very good main-story-studio   wyre bash: right click on bashed patch -> import names, import stats, level list -> only uses official files/DLC and immersive weapons, no other mod wants to add anything.   tes5edit merged patch: right-click -> other -> create merged patch -> only conflicts are a few potential followers between "Skyrim Better Followers" and "immersive weapons" or a single mod+official files/unofficial patches (mostly visual stuff done by NPC overhaul)   thus i GUESS i made a good choice of unique mods, but.. i am willing to be corrected ;-)   loot complains about dirty edits: only offical update + dlc, cleaned those according to Gopher's Tutorial and checked all esm files individually (no complains) checked a few random esp files aswell, tes5edit did not complain. If someone tells me i should check ALL esp which are not explicitly flagged as intentional dirty edits even though LOOT does not complain, i will, but before that i wont waste any time on something which's usefullness i'm unsure about (as checking them one at time will be tedious at 160 plugins )   browsed the topics of DAYMOYL, Defeat and SD+ again, but couldn't find anything new about my "all hostiles are friendly" and will probably drop it completly for now, maybe try again in a different playthrough or when i screw over/overhaul my modsetup again.   guess i'll still try to monitor the papyrus-log more closely/regularly this time though   and for sake of completeness modlist and plugin-list: loadorder:
  4. Thanks for the surprisingly quick answer..   1 - (friendly hostiles, outdated UFO): yeah.. UFO was still in my NMM-profile from 2013'ish (before switching to MO) when i went back to skyrim and seemed to work fine (as far as i could tell) for me even today... guess i should move on   2 - (unregister sexlab animations): yeah... i hoped for some easy solution like "comment out X in file Y, waste HD space but free game/mod resources"... oh well... gotta deal with it i guess...   3 - (conflicting/redundant mods): i used a similar list with frostfall, RND and hunterborn before, which run surprisingly well (around 50hours and 40 levels into the game), until i grew bored of UNP and captured dreams, and frostfalls/RND tediousness (they don't combine too well with DD, i cheated my way out of restraints way too often to be honest). while it sounds reasonable to prune the amount of mods, i can't really decide what to drop, as i feel that all mods serve a unique purpose (thus the question tbh ;-)) and i was hoping for a statement like "wet and cold is very taxing on the papyrus".. which i dropped before for this very reason (and it's partial redunancy with frostfall while i used it)... but oh well...   merged patch... never used wyre bash or TES5Edit's merge-functionality... i relied on loot-errors until now... guess i finally need to read up on this topic if it actually helps performance/stability (i only thought of it as "workaround for the 256(?) plugins limit) up until now...       and i probably should prohibit myself from visiting any mod-site after settle on a modlist again... i got the habit of breaking my savegames by editing modlist during a playthrough *sigh* (not during the issue under no.1 though, unfortunatly i cant blame myself for misbehaving this time). i guess i should triple check all mods for actual "usefullness" again and then settle for it while checking the papyrus-log mroe regularly for any possible hickups
  5. Hey... great mods... i enjoyed it tremendously, played through it twice (broke my savegame *sigh*).   especially enjoyed, that it tied in/utilized some vanilla quests and didn't felt completly seperated. will definitly come back to this, once there is more content, as of now, once you finished the quest done until now, there is no reason to ever visit the temple again, maybe add a few repeatable/radiant quest, like many vanilla factions do. For example "preach about bouty to X ppl and/or in location Y", or "rescue traveling sister", or "bring supplies/collect stuff from a (traveling) sister in a different hold". nothing fancy, but something so the sisterhood doesn't  become completly stagnant once the "main quest" is finished.   a suggestion which would require more work would be a redesign of the inner sanctum, in my playthrough the sisters spent most of their time in the spiral staircase, blocking each others paths, which was a bit unfortunate (allthough my mods like "sleep tight" and "spectator crowds" did worsen the problem most likely). An more open entrance-room design (and maybe single broad flight of stairs) could help lessen this issue.   and i'd love a tie-in with SD+... it would be lovely if the riften-part would have dialog-line which would hint at SD+   (as i got no modding skills i can't judge if the gains offset the effort, just things which came to mind which would be nice).
  6. Collison for Animations

    if i understand you correctly: you initiate the dance-animation. during this animation your character moves around within a small area (maybe 1 by 1 meter or a bit more). the charater ends the animation on the initial location. during the animation the character clips through furniture/walls/other characters in the area, does NOT bump into it, does NOT fall through the ground.   if i understood you correctly and you are NOT falling through the floor (a short flickering on animation start is ok) you pretty much can't do anything to fix this. as far as my knowledge is correct, the characters position stays on the location where the animation started, while the only the visual but not the "physical" location changes. (you can observe a similar behavior with sexlab animations clipping through walls or through the floor on slopes, and if you are not using the free camera, the camera rotates around a point near the character's feet, not their visible model)
  7. Main Menu not loading?

    as someone who broke several installs with NMM (even with nexus-mods only) i'd highly sugest making the transition to mod organizer. to simplify it (and according to my own limited knowledge): NMM installs all mods into skyrims actual data directory, while MO generates virtual 'new' data folder, and doesn't actually overwrites files on your harddisk. thus you can safely uninstall mods again without breaking your skyrim installation (you might still brake savegames due to scripts and stuff, but at least you allways retain you clean base game).   it takes a moment to get used to MO's different layout and handling, but it's far superior (in my humble opinion). and i personally and from the tone of this forum (from what i've read as a lurker) would be happy to help to ease this transition if you got any issues.
  8. link detection error message is mocking me... i'll edit in the actual text, sorry...   After a bit more of a month of lurking/testing/fooling around and breaking saves i finally decided to actually post a few issues i keep running into in seek of help of some nice people if possible. While i'm aware, that some of these question might be better suited to individual mod's support thread, most are either multi-mod issues or i can't tell for certain which mod is actually causing the issue, or these are general questions. And i'd like to try to cut down on forum clutter by condensing my questions to a single thread. I'll start with my loadorder as it might be needed for certain questions: Non-esp mods not listed here are meshes-mods like vanilla-cbbe-outfits or weapon-models. All mods, Mod Organizer and LOOT should be the most current (non-alpha) version according to nexus or LL etc respectivly:   Now my actual questions: 1: I keep running into problems when adding Sanguine's Debauchery+ (mods in addition to the list above: SD+, Immerslave, Immerslave Device Cutting, Simple slavery). I 'broke' several savegames with this setup to the point i feel like i need to exclude this mode for good. i ran into the problem of all hostiles turning friendly. i tried DA:YMOYL's MCM-clean functions, Defeat's MCM-clean function (including temporary disabling of cloak spell etc.), and manual removal of any faction i could find in the console, without success. The only thing a didn't try was removefromallfactions, as this would break the save anyway as far as i understood various google-topics. I even restarted skyrim and loaded a save several game-hours back, where this bug definatly didn't occur (yet) and those became tainted aswell. New games seemed to be working during the first 30min of gameplay, didn't test any further yet. Bug MIGHT be related to beeing sent to bleedout with an follower still standing and winning the fight, but doesn't occur imidiatly after this, but a few gameplay-hours later, thus i'm at loss of the exact trigger. Anything else i could try? Any glaring conflicts due to mods, which i failed to recognize in the individual mods's topics? 2: Sexlap + Zap + NSAP + MNC + EC+/ES+ = huge amount of animations, way more than SexLab's limit of 128. If i disabled MNC completly i can add roughly a dozen of NSAP's animations, before reaching the cap. As i'm disabling many of SexLab's default creature animations and only keep the humanoids (Draugr, Giant etc) enabled i am wondering, whether it's possible to actually unregister the 'animal' animations to make room for more of the NSAP-stuff. I successfully used TES5Edit to add High Heels Sounds and edit arrow-speeds to/of a few mods, that is the peak of my skyrim-modding expertise up until now. 3: if you recognize a glaring conflict/redunancy/bottleneck in my modlist, which i missed, i'd be happy if you point them out, as a more stable skyrim makes a much more enjoyable experience. 4: Is there by any chance a "download-history-function" on LL for your own profile? credit where credit is due... it would entice me to actually thank/vote/give feedback on the mods i use/tried. i voted on some, but am certain i missed several. and if i don't have an issue with a mod i'm less likely to visit it's topic anytime soon again i have to admit. Thanks in advance postscriptum: grammar and spelling might be off.. feel free to comment on this aswell (or ask for clarification if something doesn't make sense), i might even remember the next time i'm in a similar context