The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

Statistiche:
Requirements: CBP Physics versus CBPC Physics
With a brand new install, I'm going to give animation a try this time around. I don't have any body replacer mods installed yet. As a preliminary to installing XPMSSE, I have FNIS and Race Menu installed. I'm using Vortex

The requirements listed for CBPC are only XPMSSE and FNIS.

The requirements listed for CBP are XPMSSE, FNIS, Body Slide And Outfit Studio, and CBBE

Why is there a difference in the requirements? For installing CBP, are Body Slide and CBBE really required? Or was the author implying that in order to use CBP after it is installed, that Body Slide and CBBE should then be installed?
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Messaggio originale di Mojo_Sev:
You know, it might be possible to rename the non-combat running and walking 360 animation to the name of the combat.

You would only need to rename the backwards, left backwards, and right backwards files.

I'm fairly certain the weapons would still stick to your hands, but I'm not positive. It might look janky it you attack while moving backwards.

I might try it later just for ♥♥♥♥♥ and giggles.

I haven't tried this yet, but I can see all sorts of combinations of movement depending on where the character is looking in first person view when you select third person view. Let's say in first person view the character is looking at a house...shift to 3rd person and hit W and the character is running toward the house. But if the character is initially looking directly opposite to the house in first person, then shifting to 3rd and hitting S will make the character run to the house...same result with different keys. Does it work like this?

What would really be nice is if the animation worked when the character had the weapon in the ready position. Then, to utilize this animation in a combat situation, you wouldn't have to sheathe the weapon and then ready it again, and doing this repeatedly as the character moves during the combat. When the character attacks or blocks with the mouse, then the animation would "shut off" during that time, and kick back in when the particular attack is over. I imagine this type of modification would be immensely complicated.
Later on today when I install Bijin, I'm anticipating file conflict between Bijin and TCM and RDO. Should Bijin always overwrite the files?
Messaggio originale di Echobaby:
Later on today when I install Bijin, I'm anticipating file conflict between Bijin and TCM and RDO. Should Bijin always overwrite the files?

Best case scenario is to find a patch between RDO and Bijin so they both work as they should. If you can't find a patch then load Bijin last in order to avoid blackface. RDO probably won't work on the Bijin characters though.

And I'm not sure what TCM stands for.
TCM is Total Character Makeover. That one had some conflicts with RDO. On the Bijin AIO website (the 2019 one), the mod author spoke disparagingly about RDO, recommended not using it at all.

Then, on the RDO mod page there's this (a paste from the load order section, involving the mods that RDO should be loaded after):

Bijin All-In-One-2016 (AIO)

"Edits idle comments for Mjoll (FemaleNord) in an effort to include the mod "Shut Up Mjoll" in AIO. RDO also stops Mjoll from being overly talkative as a follower, but does it slightly differently than AIO. With AIO it limits all idle comments to Mjoll only, so her general comments about bandits, draugr, dungeons, etc, will only be used be used by Mjoll. With RDO, all her comments that are not specifically about her, will be used by other followers with the Female Nord voice (giving them something to say instead of being quite all the time).
AIO also prevents some of Mjolls comments from being said more than once. So over time, she'll have less and less to say (and will actually end up repeating the same lines because she won't have as much to say). With RDO, a few comments will only be used once (such as her commenting about visiting Windhelm for the first time), but others will just be said much less frequently. This way, she'll still have more variety of comments, but just won't use them quite as often. Also, RDO places more conditions on Mjoll's idle comments, preventing them from being used at possibly inappropriate times. AIO uses vanilla conditions.
Based on the above, load the mod you want to win the conflicting records after the other. (Meaning, Load RDO after AIO if you want RDO to win. Load AIO after RDO if you want AIO to win)"

Bijin AIO 2019 might have fixes these issues. I'll go with Bijin last in the load order.
Bijin seemed to go okay...I won't know for sure until I actually proceed far enough into the game to get to one of the npcs. I'll install some more mods first. Hopefully they won't be as complicated as Bijin.
Messaggio originale di Echobaby:
Bijin seemed to go okay...I won't know for sure until I actually proceed far enough into the game to get to one of the npcs. I'll install some more mods first. Hopefully they won't be as complicated as Bijin.

After your hands are free in Helgen you can hit the open the console menu with the "~" key and type "coc whiterun" (without parenthesis) that will teleport you outside whiterun where you can go into the city and check the npcs out.

Then just revert to a save before teleporting to continue your game.
Hmm, something didn't go right. All of the bijin npcs have glowing faces/skin with a purplish tint.

I'm going to disable the Bijin AIO 2019, and just go with the original npcs, wives, and warmaidens, and see what that looks like.
After disabling all the mods from the Bijin AIO 2019 and just going with the three individual npcs, wives, and warmaidens, they look fine. I wonder what went wrong. I'll play around a little. I'll disable the three againj, and just enable Bijin AIO 2019 and see what that does.
Welp, something went wrong when I downloaded/installed Bijin AIO 2019. When I disabled npcs, wives, and warmaidens and re-enabled Bijin AIO 2019, I got the same strange glowing faces/skin with a purplish tint. I didn't notice anything in the download and the install. Oh well, I'll just stick with the 3 individual esps. No biggie.
Sheesh, I got it working. Just on a hunch that I wasn't the only one with this glowing skin problem, I went to the posts section on the Bijin AIO 2019 mod page and used the web page's 'find' feature to search for 'glow", and boom right away I found a post where someone posted the same exact problem. The problem was that I was disabling the files from Vortex's mod list, while I needed to disable them from the plugin list. I went ahead and did that, and the Bijin AIO 2019 worked fine.
What's weird that in Vortex's mod list the individual npcs, wives, and warmaiden mods are still enabled. I'm not sure what is going on with that
CBP and CBPC seems to work with pretty much any body (and many outfits)enabled for HDT physics (as long as the skeleton requirement is met first).
Ixum's male HDT body, for example, is subject to the same physics (when enabled via a single digit adjustment in the config file.
Messaggio originale di Echobaby:
It was just a conflict with 2 files. I went with Vortex's suggestion which was to have rustic clothing come before UNP armor/clothing (though I imagine that rustic clothing's textures probably would have looked better.
Rustic Clothing and Armors is a pure texture replacer. It should overwrite everything if you want its appearance. As a texture replacer it only effects appearance and nothing else.

Only reason to have UNP armor/clothing overwrite it is if you prefer the appearance of it to Rustic's appearance.

Vortex is just an automated brainless program. While it is reasonably good, you need to use the most powerful tool in your arsenal as it may be necessary at times to go against what Vortex suggests - and that tool is your brain. If you don't know or are unsure of the answer, ask first. So, when it comes to purely textures, you choose the ones you like. (In my build, I use Rustic as my base, I believe I have only a handful of mods overwriting it, and tgat fir specific individual armor or clothing.)

And as to 360 walk and run, yes, BBP was the correct option.
Ultima modifica da smr1957; 25 ott 2019, ore 7:33
smr1957...regarding my posts of the Bijin AIO 2019 install saga, can you explain something? I got Bijin AIO 2019 working when I disabled the wives, npcs, warmaiden esps in Vortex's plugin list (rather than disabling them from the Vortex's mod list). I let the wives, npcs, and warmaiden mods from the mod list stay enabled. Running the game in that condition resulted in everything looking fine. Why wouldn't I also have to disable the npcs, wives, and warmaiden mods from the mod list as well. What is going on here?
Echobaby, I know that lot of people have had problems with the AIO. The .esps, of course need to be disabled as they are all merged in the AIO .esp. The mods themselves need to be enabled as that is where the actual data is - e.g. textures, etc., which the AIO.esp points to. If you disable the mods, then the .esp is pointing to nothing, as the actual data has been removed.

Modding is not the easiest thing to do where Skyrim is concerned. A lot of it just comes from doing it and gaining experience - and learning from mistakes. In that sense, mistakes are your friend, as you can learn from them - just make sure that you test, so the mistakes occur as much as possible in the testing, and not the game plsythrough itself. And, as I've said previously, ask if you are not sure (which you are doing).

Just as an aside, you might want to glance through the pinned topic Helpful Links and References, as it is a good resource to guides, tutorials, vids, and other important info. Don't try to read it, just look at the difference links provided - if some catch your fancy, then read them, but don't necessarily do it all at once, your head will explode if you do, LOL!
Ultima modifica da smr1957; 25 ott 2019, ore 9:44
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Data di pubblicazione: 21 ott 2019, ore 12:30
Messaggi: 84