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nem-e5i5

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neme5i5

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67 comments

  1. neme5i5
    neme5i5
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    Update available, now compatible with Mod Organizer. Now you can publish something as a dll. Now compatible with PexGUI
    See PexGUI mod description to know how to make this works with MO
  2. neme5i5
    neme5i5
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    Sticky
    Hi everyone, if you have any question before/after downloading, ask! I'm a nice guy don't worry ;-)
  3. mubra
    mubra
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    Hey Dude i don't know if you're still working on this mod or not, but i'd apreciate it if you could answer me ^^

    So I've been working on this for a couple of hours now and whatever i try the bat always closes just milliseconds after launching it. I can't even read what it says

    But i tried to install it with MO (which i installed jsut for that) and now the bat stays there for a bit longer, but i have no idea what it means, then it closes itself. Heres what i could write out:

    D:\Steam\steamapps\common\Skyrim\Data\tools\Pex\mods>del log.txt

    D:\Steam\steamapps\common\Skyrim\Data\tools\Pex\mods>cd ..

    D:\Steam\steamapps\common\Skyrim\Data\tools\Pex>type "mods\Hookmerse.csx"|PexCLI.exe -all .\Hookmmerse.pex 1>mods\log.txt


    So i have no idea of programming and i hope that you can write me what i did wrong and maybe you could write a more detailed version of how to install PexGui and Hookmmerse because i've had to look in several different forums to get this far.

    PS. Really nice mod idea, if only i could get this to work T.T
  4. marshmellion
    marshmellion
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    • 0 kudos
    speed, attack speed and enemy levels please.
  5. gamefever
    gamefever
    • BANNED
    • 671 kudos
    There is not enough documentation for your mod.

    I ended up having to reinstall mods that were effected by your tool. So in the end it did more harm than good.

    Perhaps its not up to date with the new stuff that is out as of now.
  6. narphous
    narphous
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    And I'm back to square one.... Something got out of sync between hookmmerse and my mods, as hookmmerse thought a mod wanted to scale npc belly to 8.something while both mods that scale that node said they were at 1. In trying to fix that, I ran the uninstall, but now can't get the install to work correctly again. If I use the default scripts as shipped with the mods, the mods fight each other over the npc l/r breast, and if I recompile these same mods from source, they fight over npc belly. This makes no sense to me, as I didn't update/change hookmmerse, skse, papyrus util, or jcontainers since I got this working. However, I did update a couple other mods, including racemenu (which keeps all its scripts in a bsa and so should be irrelevant), running the install process against the updated scripts each time. This kept things running for about 2 weeks before it all blew up again.

    I think the biggest shortcoming of this mod is that it keeps persistent data, so just restarting the game isn't enough to clear the bad data. And since nothing can actually access the data this script generates except this script, the data is "leaked" into the skse portion of the save, which means that if hookmmerse gets out of sync with the mods, you're done. Short of using a .skse file from earlier, there's no way to clear the bad data from your save. I''ve tried every save editor I can find, but because of the way the data is stored (not associated with any specific mod), there's no way that I can find to remove it, short of a hex editor and a deep knowledge of the .skse save format. I haven't yet been willing to go down that path.

    I'd also like to see something better in the debug output than "mod0, mod1", etc. The name of the mod and the actor being scaled would be invaluable when trying to actually do some trouble shooting to find out what mod hookmmerse thinks is scaling a particular node on a particular actor. Another oddity I've noticed is that even if I run the installer against only a single mod, hookmmerse reports multiple mods as scaling the node, if I've had multiple mods integrated via hookmmerse previously. This last could be a design limitation, but again, it comes down to hookmmerse storing persistent data when it really doesn't need to. Or at least I don't think it does... Maybe I'm wrong on that count.

    Anyway, enough rambling/ranting. I'm off to see if I can find the magic combination to get this all working again.
  7. narphous
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    After getting the scripts to stop throwing errors, the mod does not seem to be working. At all. Last mod to update a node wins. So if mod 0 wants to set the belly to 3 and mod 1 wants to set the belly to 1, and if mod 1 is the last mod to run, then I see the belly jump to 3, then back to 1. But something is going on, because my logs are filled with stuff like this:

    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCLBreastFalse: 1.061052
    [03/18/2015 - 05:27:34PM] mod 1 size for kNPCLBreastFalse: -0.040000
    [03/18/2015 - 05:27:34PM] mod 2 size for kNPCLBreastFalse: 1.109106
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCRBreastFalse: 1.061052
    [03/18/2015 - 05:27:34PM] mod 1 size for kNPCRBreastFalse: -0.040000
    [03/18/2015 - 05:27:34PM] mod 2 size for kNPCRBreastFalse: 1.109106
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCLBreast01False: 0.787790
    [03/18/2015 - 05:27:34PM] mod 1 size for kNPCLBreast01False: 0.778179
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCRBreast01False: 0.787790
    [03/18/2015 - 05:27:34PM] mod 1 size for kNPCRBreast01False: 0.778179
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCLBreastFalse: 1.109365
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCBellyFalse: 1.000000
    [03/18/2015 - 05:27:34PM] mod 1 size for kNPCBellyFalse: 1.319562
    [03/18/2015 - 05:27:34PM] mod 0 size for kNPCRBreastFalse: 1.109365

    I've looked at the hookmmerse.psc and can't really tell if that's correct or not. The dll is a black box, basically. What I do know is that those are not valid node names, so I can only assume this is what the were translated to via pex?

    So can someone who actually has this working provide the versions of jcontainers, etc., that they're using? It'd be much appreciated, as I'd really like to get this working correctly.
    1. WhiteShades
      WhiteShades
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      • 103 kudos
      JContainers v3.2.2 , Papyrous Util v28 installed with MO.Only error i'm getting is from MO about the 64bit thing...after the tool has finished ofc.When i installed Pex and this one, i 've out this one in the folder of Pex and keep it last in the left panel. Hope this makes sense I also keep JContainers and Papyrous last in the left panel below Pex , tho those 3 have no conflicts between them.And finally... i let the tool do it's thing on all mods, not just the node changing ones.
    2. narphous
      narphous
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      I wish I knew how I fixed it/what fixed it. But it does seem to be working now.
    3. narphous
      narphous
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      OK, now I'm really hosed. In all the attempts to get this script working with all my mods, some bad data got stored by the script. I've disabled all mods that do any scaling and ran a tool against the save to remove all the script data. I also ran pex with the uninstaller option, then started over using the process that seemed to make things work last time.

      Now, what I see is that even with the mods disabled, the stored data for the disabled mods is being read by the script and it's scaling the nodes on the body.

      So here's the gazillion dollar question: how can I clean out all the stored data from this script to completely reset everything? Is that even possible? Or do I have to figure out the script and write another script and create a spell to remove this scripts data from the save? I've gone over the save with various tools, but I can't figure out where the data is being stored.

      I've gotten as far as figuring out that jcontainers stores its data in the skse file, but the fix isn't as simple as deleting that file. Doing that breaks other mods that store data in skse, which is, apparently, a lot of them.

      edit: I started another game with the same settings/mods, then renamed the skse save file to match my broken save. That broke still other stuff, but nothing that wasn't easy enough to fix. At least everything seems to work properly now.
  8. WhiteShades
    WhiteShades
    • supporter
    • 103 kudos
    This one,as well as PexGui deserves AT LEAST as many endorsements as FNIS. Out of curiosity, is it possible that the merging of scripts drops script latency times in game as well? Thanks for this great great mod-tool
  9. narphous
    narphous
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    I'm having some trouble getting this to work. I'm pretty sure it's due to:

    [02/16/2015 - 03:04:00PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.

    This is what shows up in the papyrus log:

    [02/16/2015 - 03:04:00PM] create HooKmmerse.form
    [02/16/2015 - 03:04:00PM] create HooKmmerse.form.kNPCRBreastFalse
    [02/16/2015 - 03:04:00PM] 0 conflict to set kNPCRBreastFalse
    [02/16/2015 - 03:04:00PM] global size for kNPCRBreastFalse: 1.000000
    [02/16/2015 - 03:04:00PM] ERROR: Incorrect number of arguments passed. Expected 2, got 1.
    stack:
    <unknown self>.HooKmmerse.Solve() - "HooKmmerse.psc" Line 73
    <unknown self>.HooKmmerse.MultiAssocSetValue() - "HooKmmerse.psc" Line 63
    <unknown self>.HooKmmerse.SetNodeScale() - "HooKmmerse.psc" Line 12
    [Active effect 3 on (00000014)].dcc_mt_EffectMain.UpdateFemaleBody() - "dcc_mt_EffectMain.psc" Line 162
    [Active effect 3 on (00000014)].dcc_mt_EffectMain.OnUpdate() - "dcc_mt_EffectMain.psc" Line 99

    Problem is, I don't know what I might have done wrong. I ran pexgui and selected all the scripts from the related mods, as verified by opening the mod archives and getting a list of their scripts. I've tried running through the procedure multiple times, but I always end up with the same results.

    after a lot of mix and match with the different downloads, I got something that doesn't throw errors any more.
  10. saeros78
    saeros78
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    Hi neme515,
    my question:
    I have 4 mods managing NPCnodes (belly and breast) at the same time.

    I installed the HooKmmerse (and PexGUI) and applied it only to the scripts of these mod (I make a portable folder on my desktop, I "hooked" only the necessary scripts)
    the papyrus log is full of this messages:
    ..
    [02/03/2015 - 08:35:24PM] mod 0 size for kNPCLBreastFalse: 1.006325
    [02/03/2015 - 08:35:24PM] mod 1 size for kNPCLBreastFalse: 1.089328
    [02/03/2015 - 08:35:24PM] mod 0 size for kNPCRBreastFalse: 1.006325
    [02/03/2015 - 08:35:24PM] mod 1 size for kNPCRBreastFalse: 1.089328

    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee

    [02/03/2015 - 08:35:24PM] mod 0 size for kNPCBellyFalse: 1.116169
    [02/03/2015 - 08:35:24PM] mod 1 size for kNPCBellyFalse: 1.000000

    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:24PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:25PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:26PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:26PM] Not accepted as valid trainee
    [02/03/2015 - 08:35:26PM] Not accepted as valid trainee
    ...

    I think those that concern the NPC node are correct.
    but all the others?

    "Not accepted as valid trainee" is filling my papy-log, is this normal?
    thanks in advance!

    bye

    S.
    1. saeros78
      saeros78
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      Sorry, my mistake.
      I forgot to put some script in the procedure.
      repeated the process, now works perfectly

      [02/06/2015 - 04:59:31PM] mod 0 size for kNPCBellyFalse: 2.350000
      [02/06/2015 - 04:59:31PM] mod 1 size for kNPCBellyFalse: 1.000000
      [02/06/2015 - 04:59:35PM] mod 0 size for kNPCLBreastFalse: 1.100670
      [02/06/2015 - 04:59:35PM] mod 1 size for kNPCLBreastFalse: 1.135284
      [02/06/2015 - 04:59:35PM] mod 0 size for kNPCRBreastFalse: 1.100670
      [02/06/2015 - 04:59:35PM] mod 1 size for kNPCRBreastFalse: 1.135284
      [02/06/2015 - 04:59:36PM] mod 0 size for kNPCBellyFalse: 2.340763
      [02/06/2015 - 04:59:36PM] mod 1 size for kNPCBellyFalse: 1.000000
      [02/06/2015 - 04:59:36PM] mod 0 size for kNPCLBreastFalse: 1.364703
      [02/06/2015 - 04:59:36PM] mod 0 size for kNPCRBreastFalse: 1.364703
      [02/06/2015 - 04:59:36PM] mod 0 size for kNPCBellyFalse: 2.350000
      [02/06/2015 - 04:59:36PM] mod 1 size for kNPCBellyFalse: 1.000000
      [02/06/2015 - 04:59:40PM] mod 0 size for kNPCLBreastFalse: 1.100785
      [02/06/2015 - 04:59:40PM] mod 1 size for kNPCLBreastFalse: 1.135284
      [02/06/2015 - 04:59:40PM] mod 0 size for kNPCRBreastFalse: 1.100785
      [02/06/2015 - 04:59:40PM] mod 1 size for kNPCRBreastFalse: 1.135284
      [02/06/2015 - 04:59:41PM] mod 0 size for kNPCBellyFalse: 2.341024
      [02/06/2015 - 04:59:41PM] mod 1 size for kNPCBellyFalse: 1.000000
      [02/06/2015 - 04:59:41PM] mod 0 size for kNPCLBreastFalse: 1.364820
      [02/06/2015 - 04:59:41PM] mod 0 size for kNPCRBreastFalse: 1.364820
      [02/06/2015 - 04:59:41PM] mod 0 size for kNPCBellyFalse: 2.350000
      [02/06/2015 - 04:59:41PM] mod 1 size for kNPCBellyFalse: 1.000000
      [02/06/2015 - 04:59:42PM] mod 0 size for JumpHeight: 76.000000
      [02/06/2015 - 04:59:45PM] VM is freezing...
      [02/06/2015 - 04:59:45PM] VM is frozen
      [02/06/2015 - 04:59:45PM] Log closed

      bye!

      S.
  11. silvericed
    silvericed
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    • 131 kudos
    Hi neme5i5,

    just a suggestion, it's possible to offload some node-related work onto NiOverride as that plugin already stores, re-applies on actor loading node scales, rotations (and ofc it stores per-mod-name scales). May not work on dynamically spawned actors
  12. yuser
    yuser
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    • 20 kudos
    neme5i5, thank you, it's working! I think it is better to upload this mod on LL also. There are much many mods there which can be used with this.

    Sorry for my English.
    1. neme5i5
      neme5i5
      • member
      • 19 kudos
      Can you do it for me please? I don't have any acount on LL.
    2. yuser
      yuser
      • member
      • 20 kudos
      Sorry, I enable tracking comments of this mod, but didn't notice your comment. And sorry again, I probably can't do it with my English :-) Registration on LL is usual and free.