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bjornk

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Everything posted by bjornk

  1. It says 28,593 total members on the bottom of the main page, which is about 1/10 of that number. Am I missing something?
  2. The reason why I posted an update about the issue was because I had noticed that it reappeared again yesterday while playing around a new mod that added some new NPCs, including some children, which were (affected by) RSChildren. And after making the changes I mentioned above, I now have completely isolated the assets (various meshes for eyes, hair, mouth etc.) that were previously shared between the adult NPCs (incl. the PC) and children. Not surprisingly, the problem has now completely disappeared. As I have speculated before, the issue is probably caused by some problematic scaling operation on these assets whenever the game is loaded (either from a save or by fast traveling to a location that hasn't already been cached) or when QueueNiNodeUpdate is called when equipping/unequipping body armor. Since there is a difference between adults and children in terms of size (0.95+ vs 0.8), which is somewhat significant, it probably creates an issue when their body parts that use the same assets are dynamically scaled. It wouldn't happen with the unmodified vanilla children, because they use their own assets and don't share anything with adult NPCs, unlike what RSChildren does.
  3. An easy way to check whether or not a child NPC is using adult assets (eyes, hair etc.) in a particular mod is by applying TES5Edit scripts that lists its assets (meshes etc.). For instance, you can load up RSkyrimChildren.esm in TES5Edit and then go to the "Head Part" section, right click on the section title and choose "Apply Script" and then either choose the "List used meshes" script or the "Output used assets filenames" (more detailed), both will display the file names with paths to the assets used. You can use this info to create a separate copy of missing vanilla assets into the mod's "meshes" folder. If you do it correctly, there shouldn't be any entry that points to actors\character\character assets\ folder, instead they should all point to a separate folder such as actors\character\ranaline\character assets\ as I did in the example above. Note that you may replace ".nif" with ".tri" in the script source, to get a list of the TRI files used instead of NIFs. To batch modify folder/path names in TES5Edit, you can apply the "Replace model file name" script to either individual records in Head Part or on the entire section, by changing its parameters as shown below: Let's say you wish to change A to B: A: Actors\Character\Character Assets\Hair\Elf\Female\Hair01.nif B: actors\character\ranaline\Character Assets\Hair\Elf\Female\Hair01.nif This is how you modify the script: const sReplaceWhat = 'Actors\Character\'; // replace what substring sReplaceWith = 'actors\character\ranaline\'; // replace with substring If you want to change the TRI file path name with this script you can modify the third parameter as below: sModelElements = 'Model\MODL,Male world model\MOD2,Female world model\MOD3,Female world model\MOD4,Male 1st Person\MOD4,Female 1st Person\MOD5,Parts\Part\NAM1'; You basically add 'Parts\Part\NAM1' to the end of list sections that will be searched.
  4. Just a quick update about this issue, while the "fix" I posted above does indeed fix this problem, it wasn't a complete solution, it only fixes it for the child NPCs that are defined in Children+SoulGemsRSChildren plugin and not for the whole game, because the problem here actually originates from the RSChildren plugin. By that I mean, Children+SoulGemsRSChildren defines its own NPCs by using RSChildren plugin and assets, but there are other child NPCs in the game, either vanilla children or from another mod that you may have, that are also modified or rather affected by RSChildren. So, if you want this problem fixed for your entire mod setup, you have to start fixing it in RSChildren first as I described in the fix above, and then fix every other mod you have that contains any other "head part" definition that uses adult assets. Otherwise, every time a child is spawned or loaded in the same cell as the PC, this problem is very likely to reappear. TLDR: The assets used in the head-parts in RSChildren.esm also need to be modified, along with Children+SoulGemsRSChildren.esp, as described in "the fix" post.
  5. Perhaps that's why that emoji looks like a man who's eaten too much, no place left for the fruit.
  6. The number of posts as well as the date we joined are both stated in our profiles. There's no fucking need for idiotic ranks. What are we, some kind of a circus animal who needs to be rewarded for doing tricks? I guess stupid teenagers and adults with teenager mentality would like having them, as if when a piece of software labels them as "DA GREATEST CONTRIBUTOOR!!!" they actually become one and rightfully earn everyone's respect. Don't know about everyone else but I'm perfectly capable of discerning valuable people from the idiots and don't need a bunch of badges assigned by a fucking forum software to tell me who's who.
  7. That's where you are mistaken. Ashal and his dickhead moderators are of the same mind, have always been, and that's why he's been keeping them, that's why they can be so reckless and insolent, that's why they tell people to "take things to Ashal", they know very well that he won't give a fuck either. Fuck LL. And by the way, this isn't at all specific to LL. I've used Internet for the past 30 years and what I've always seen is that forum owners always pick up people with similar views and mindsets as moderators and their increasing popularity strengthen their views and they become more adamant in their attitudes and actions. Guess that's the nature of this thing, and this forum is no exception either, as you will no doubt notice as it gets more popular. Edit: I just saw why that thread was locked. The guy apparently thinks that the topic in a "General Discussion" section of a forum is "derailed too much". WTF? A forum is not an encyclopedia, an academic or other kind of publishing, it's not meant to be read as such, it's medium in which people are allowed to exchange ideas and talk. If you don't want people to talk about general things, you simply don't create sections for them to do so and if you did, you can't decide what they should or should not talk about. Only a moron or someone who has no clue what forums are for can lock a discussion for that kind of an idiotic reason and unfortunately, there are a lot of them. This CPU guy should find himself a job in a kindergarten, he has no business among adults and certainly no business being a moderator.
  8. I'm personally glad that LL doesn't allow me to post, which means not wasting my time talking to dumb, worthless people, not picking up unnecessary fights with a bunch of millennial cunts. Literally one less annoyance in my life, better for my mental health.
  9. Why do you guys even need to post anything on there? Especially when you already know how things will end up. It's full of teenagers and juvenile idiots and moderated by a bunch of fools who constantly abusive their power, make rules out of their asses, have no respect for anyone and treat everyone like a child in a kindergarten. As I always say, LL is best used as read-only. Not to mention you have your own place now.
  10. Do what I do, only make the mods that you yourself will use and never make them for other people's use. Only then you will have created a really good mod.
  11. Why don't you just go back working on 'Bands of the Whore' instead?
  12. If you've ever followed an NPC or an something else that is AI driven (such as travelling carts/carriages) in Skyrim, you'll notice that the overworld (aka. Tamriel) navmesh is not only not precise enough for the AI to navigate properly, but is also fairly broken, which often causes NPCs to get stuck in places or behave strangely. Which suggests that even if someone attempted to create a mod with wandering NPCs, that mod would most likely give the player a lotta headache. It's not impossible to make, but it would require a lot of fail-safe features to put things back in order. These kinds of dom-sub mods, or enslavement mods in general, need to provide their own content and consciously try not to interfere with the vanilla content. I would personally find it extremely annoying if I had to fight dragons and stuff and do vanilla quests while an NPC following me around and telling me to do it "in the nude". It's really a "rage-quit" material for me. There are much more immersive ways to implement what this mod is trying to do, but unfortunately, like the significant majority of LL mods, this one assumes a specific kind of fetish role-play in a juvenile and stupid way. Instead of using dumbass followers, a much better way would be to use certain prominent NPCs in towns that have actual daily traveling schedules (e.g. Erikur, Maven) who have influence and can afford to buy and keep the PC, perhaps as a result of an slave auction.
  13. Haven't checked your thread on LL but I have that mod installed and I've never really used it so far. IMO a "dominant follower" (the mod requires a "follower") is kind of an oxymoron, it's a stupid concept really, mostly due to Skyrim's idiotic game mechanics. It would only make sense if the player was forced to follow a travelling NPC, who actually wanders around, and visits different locations, but the only NPCs in Skyrim that actually do that are the Khajiit traders and in fact, travelling with them can often be a fun adventure which I sometimes do.
  14. @Doublezero Was your IP from a non English speaking country when you did that? Don't know, perhaps the translation feature on the top right was misbehaving for some reason. I blocked that part of the page just in case and haven't seen that popup since then.
  15. @Kendo 2 DD requires NiOverRide for high heels which is, by the way, an SKSE plugin and most likely uses QueueNiNodeUpdate which is also a SKSE function. A mod I use, which is called "Player Voicesets", lets your character say things as well as change their expressions while saying it, so it was easy for me to test and see what happens to the facial expression when changing armor. People who play the game in 1st person all the time may never notice things like these, even when they use the same set of mods and been affected by the same issues.
  16. For some reason, I have started to get a Google translation popup on this site, probably because I'm not accessing it with an IP of an English speaking country. Is it this site's doing, perhaps a new "feature"? It's never happened to me before. Is it possible to disable it somehow, preferably without having to "touch" it and accepting a cookie or some shit?
  17. UPDATE WITH A FIX: Just as I described here, I have isolated pretty much all the eye assets that Children+SoulGemsRSChildren use and doing that have seemingly fixed the problem. Here's what I did: Copied the eye related nif and tri files shown below (from various other mods) into meshes\actors\character\ranaline\character assets which I created inside the mod folder. Opened Children+SoulGemsRSChildren.esp in TESVEdit and made sure all eye related records in head parts section point to the files in the new folder. Editing the first few that was shown in the screenshot below was enough to get rid of my problem, but just in case the player char is an Elf, an Argonian or a Khajiit, I edited their associated records as well. And these are the sections in each record that need to be changed: Mind you, equipping/unequipping armor still makes my char's eyes twitch momentarily, which is most likely caused by QueueNiNode call, but she no longer gets bug eyes or anything permanent. This is most likely a design issue with this particular mod. QueueNiNode probably does some kind of rescaling on the eye assets when it's called, which in turn causes this problem. There may be a few other ways to fix this, such as deleting the form lists that reference these records but I haven't tried it. Anyways, hopefully this is the last time I've dealt with this issue.
  18. Thing is, it didn't actually happen when I tried it on my other Skyrim setup (about 70% same mods running in a different MO as well as same DD settings), most likely because I installed DD way later in that playthrough. But when I started a new game with the same setup, (DD is now in the game right from the start) I get the same problem, which possibly means that the problem wasn't caused by something I've added later on, it's always been there waiting to show up since I installed DD.
  19. To summarize the issue: Problem: Bug eyes or distorted eyeballs on the player character when an armor/clothes is equipped or unequipped. Conditions: 1. Use QueueNiNode is enabled on Devious Devices Integration MCM and no item hider slot is selected. 2. A child from Children+SoulGemsRSChildren.esp is around in the same cell. Notes: The issue is consistently reproducible in a small cell with no other NPCs by simply spawning one of the children from the mod by using the console command 'player.placeatme'. Trigger: Equipping or unequipping a body armor or clothes (slot 52?) results in bug eyes on the player character. Workarounds: Each of these options are known to work (i.e. lets you avoid the issue) but they don't really fix anything. 1. Disable Use QueueNiNode and use a slot for item hider on DDi MCM. (Con: Causes multiple equipping sounds) 2. Disable the Children+SoulGemsRSChildren.esp plugin. (Con: Player's children will turn into vanilla potato heads) 3. Do not change armor when a child from the plugin is around. (Duh!) 4. Disable the child and then change the armor, then enable it again, or just kill the brat and be done with it, yes, killing it works just as well. 5. Uninstall Devious Devices, you basically remove what triggers the issue. Known not to work: 1. Modifying or disabling scripts from Children+SoulGemsRSChildren.esp. The issue is most likely caused by the plugins themselves. Ideas: Both Children+SoulGemsRSChildren as well as RSChildren itself uses adult assets (eyes, hair, mouth etc) on the children NPCs and they also turn them into "playable" characters, which may be the cause of this problem. Perhaps the plugin can be modified so that they use their own isolated assets completely. A copy of adult assets, e.g. NIF and TRI files can be added into the mod folder. This may also be a Devious Devices issue as well. What exactly does it do when "Use QueueNiNode" is enabled to trigger this?
  20. Unfortunately, that's not something I can possibly try, since I use a mod manager (MO) and that folder is put together in runtime as a virtual folder and there are a lot of different mods contribute to it.
  21. @Kendo 2 Unfortunately I haven't actually been able to fix this one. It's a really complicated thing to figure out, due to mod interactions/conflicts. I still don't know what actually is going on with the eyes. Does the glitch cause the eyes to get bigger (setscale?) or is something pushing them apart? Maybe it's the head mesh, or the hair, or the skeleton? Really hard to tell. So far I have found out which mod seemingly causes it and what triggers it, but not actually *why* it is happening. The existence of a child NPC from C&SG mod in the same cell as my character creates this glitch. Most likely caused by a script running on this child which tries to update the child's appearance but also messes with my char. In theory, a female Breton character should not have any shared head/body part or a common skeleton with a Nord child, and her existence should not affect my character at all, but it somehow does. Do I have another mod that changes this, such as ECE? I don't know. I did check the head parts for the child in the plugin she's defined (both as an NPC and as a race) and they all seemed normal and specific to children. TBH, I have run out of ideas at this point. By the way, disabling "Use QueueNiNode" option in DD prevents this glitch from triggering when you equip/unequip armor in the inventory screen, but that's ALL it does. It doesn't actually fix anything, and another call to QueueNiNodeUpdate would most likely reintroduce the glitch. I've already tried commenting out all the calls to QueueNiNodeUpdate in this mod's scripts to see if it'd change anything and it did not. So the update scripts must be doing something else that causes this. I've spent half the day trying to fix this shit, what a waste of time.
  22. UPDATE Yep, just as I expected it's a conflict with Devious Devices, which has a setting as "Use QueueNiNode" which was enabled in my game to prevent multiple equipping sounds and when it's enabled, it seems to interfere with the QueueNiNodeUpdates or rather forces an update when you equip an armor/clothing in the inventory screen. So the reason why this eye glitch -caused by Children+Soulgems- is triggered whenever I equip/unequip an armor is basically a conflict with DD. Disabling "Use QueueNiNode" stops the glitch from happening, but then you start to multiple equipping sounds which is very annoying. I can turn off the RS Children compatibility of Children+Soulgems to get rid of this issue, but then I would have to re-edit the appearances of children in this mod. I can also edit its scripts to get rid of the QueueNiNodeUpdates but then it would break the mod. I've never really used DD in any serious playthrough, as find it super unimmersive and stupid, but there are a few mods that I'd like to try which require DD, so I have to keep it for the time being. Don't know, guess I'll have to live with bug eyes. By the way, the actual problem which causes the eye glitch to occur in the Children+Soulgems mod with its RS Children is still there, everything I've talked about are just workarounds to avoid it. Don't know, that mod probably messes with something it shouldn't but I don't wanna waste my time trying to figure it out. It's a shit mod, I keep it as it doesn't have any better alternative.
  23. There's still the question why or how equipping/unequipping a body armor (slot 52) triggers this glitch. Perhaps I have some other mod that interferes with equipping action, such as DD. This children + soul gems mod uses QueueNiNodeUpdate on children to update the appearance of children (eyes, hair, clothes) and I wonder what could possibly interfere with it. The issue is definitely caused by the Children+Soulgem mod, or rather its "RS Children" compatibility module/feature, but it may be the result of a conflict with another mod, which is why I've never encountered this glitch before. The problem goes away when I disabled the children from this mod using the console OR when I turned off the RS Children compatibility feature (but then the children look weird with double hair and stuff).
  24. UPDATE: LOL, while looking at the scripts I came across my old comments and I've realized that it was me who fixed the previous problems with this fucking mod and then recompiled its scripts, looks like it's got another problem to fix now... I've fixed the scripts for pretty much all LL mods that I currently use and I'm really sick and tired of this bullshit. Skyrim is already a shitty game and it becomes even more buggier and shittier with the garbage mods of LL, most of them are just retarded juvenile shit anyways...
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