Skyrim Special Edition

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  1. 5133p39
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    I uploaded a new All-In-One patcher script - Mors Patch - All In One, in case anyone might be interested.
    It does a lot more than just removing the Opposite Gender Anims flag, so i decided to upload it as a separate file.

    It doesn't have any fancy GUI, so any configuration has to be done by commenting out lines inside the script source and editing variable values, but i actually find that more convenient - you basically set up everything once anyway, and then you just use the same script.
    And if you need different configurations, well... just make different copies of the script, done.

    Also, since the new All-In-One patcher basically replaces this script, i probably won't be ever updating this one.
  2. 5133p39
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    Version 0.5
    - xEdit patcher script: New script, should be able to handle loadorders with more than 255 plugins.
    - xEdit patcher script: Added option to randomize weight of female NPCs (if you do, you will need to generate face gen data in Creation Kit).
    - xEdit patcher script: Added means to set specific weight for specific NPCs (if you do, you will need to generate face gen data in Creation Kit).
    - Pre-made plugins: No longer supported (moved to Old Files section)

    Spoiler:  
    Show

    Version 0.4.1 - only the xEdit patcher script was updated, all other files remains the same

    - FIXED: xEdit patcher script no longer imports the unneeded mteFunctions library
    - CHANGED: xEdit patcher script no longer asks to add every plugin as a master

    Version 0.4
    - Added several missing NPC (different versions of Legate Rikke, and some other)
    - Rebuilt from scratch using new xEdit script, based on game 1.5.62 (and the USSEP version based on USSEP 4.1.6)

    Version 0.3
    - Sorted the masters in plugins headers (according to some, masters listed in wrong order may cause problems)

    Version 0.2
    - USSEP version updated to reflect latest game version 1.5.39, and current USSEP v4.1.3b
    - Alternative non-USSEP version updated to reflect latest game version 1.5.39, and any forgotten leftovers from USSEP have been removed.

    Many thanks to ezfree who reminded me of the differences due to game/USSEP updates.
    Most changes are little things like removed/added tint layers, reverted some skill value changes, item/equip changes, two or three faction assignments, crime factions, etc., but nothing that could break your game or cause issues when updating.
  3. EvoDube
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    The script wasn't working for me until I updated my SSEEdit from 4.0.2 to 4.0.3. I was getting an SetisESL error after hitting OK on the races. Just a heads up for anyone else that may get this error and wonder why. Just upgrade xEdit. 
  4. hamletsdead
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    Thanks for the mod, always hated that female orcs walked like dudes.

    Question:   I thought weights for NPCs were set in the Creation Kit, and that if you changed weights in-game you ended up with a neck gap unless you regenerated the facegen and blended it so the head fits on the new (skinner or wider) neck. Is that not the case, or does your random weight distributor somehow get around that? I dig the idea of randomizing NPC weights in-game. 
    1. 5133p39
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      Sorry, i forgot to mention this - if using the randomized weights, you need to generate the face gen data using Creation Kit.
      Here is the process for anybody who wants to know:
      Spoiler:  
      Show

      Keep in mind that regenerating all the affected NPC's face gen data can eat anywhere between 2-5 GB of disk space (even more, if you have a ton of mods adding NPCs).

      IMPORTANT: depending on the Mod Manager you are using, you may need to run the Creation Kit from the manager or using some process that starts the Creation Kit in a context having access to the virtual filesystem provided by your Mod Manager.
      I am not using any of the publicly available managers, and i have zero experience with them, so i cannot tell you how to do this.

      After you are done generating the plugin:

      • Make sure you have SSE CreationKit Fixes? installed
        It fixes a LOT of issues, and even adds some quality of life improvements.
        Not using it would be pure insanity. So, don't be insane and use it.
        I will describe the process assuming you are using the fixes.

      • Load the generated plugin in CK while setting the plugin as Active
      • Select all edited female NPCs
        Go to category "actors \ Actor \ Actor" in Object Window.
        Switch ON the "show only active (*) forms" in Object Window, the make the Object Window display only the edited records (i think this option is one of the QoL tweaks that come with the CK Fixes).
        Select all the now filtered NPC records (click on any of them, then press HOME, then press Shif+END).
      • Generate the Face Gen Data
        With all edited NPCs selected, pres Ctrl+F4 and choose "Yes" to popup asking "Export face gen data for all selected NPCs?".
        Wait for the process to finish, after which it will display a small popup window saying "Done."
        Close Creation Kit (do not save, your goal was only to generate teh face gen, not to resave the plugin).
  5. 5133p39
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    User Boesc1 contacted me to ask for permission to port the mod to XBOX and to publish it on Bethesda.net, so i granted him unrestricted permissions to do so, with no conditions.
  6. yacky91
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    Using SSEEDIT 4.0.4 with 1.5.97 sadly this crashes on startup :( so I guess I am stuck with gorillas.  
    1. 5133p39
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      What crashes? xEdit, or the game?
      I assume you mean the game, but if not, you should clarify.

      First, make sure your game is properly setup, properly configured, and stable as it is. I will assume you did so...

      Now, 1.5.97 is quite ancient, and i imagine you have your reasons for sticking to it, but make sure those reasons are really valid - if they aren't valid, i'd recommend you update your game to the most recent version still supported by all your mods (why? ...keep reading).
      I can't think of a reason why would anybody NEED to stick to 1.5.97. When it comes to most recent versions, sure, there may be some DLL plugins that aren't updated, but i can't think of anything that would stop dead with 1.5.97 and wasn't available (or had no alternative solution) for a more recent version than 1.5.97.

      Some more recent versions of the game had some changes in plugin data structures, so maybe xEdit is producing a plugin with data structures your old game version doesn't support.
      You can probably test if that seems to be the case, by using the script to generate plugin for a VANILLA GAME WITH NO MODS, and then run the vanilla game with no mods (except this of course), and see if the game works - if the game works, your problem is likely something else.
      Of course, one would expect that xEdit knows better and would not use such structures when saving plugin for such an old game version.
      It could be a bug (xEdit may be misidentifying your version of game), it could be intentional (MAYBE xEdit 4.0.4 doesn't care anymore about ancient game versions), or it could be that you need to somehow tell xEdit that you are using an old game version (if possible, it would be via some command line arguments, so look at that).
      Consider asking in the official xEdit discord (xEdit has a link, or button that takes you there, somewhere on its bar at the top of the window) whether the 4.0.4 still supports SSE 1.5.97 (check the xEdit changelogs first, so you aren't seen as an ass who is asking questions already answered right there).

      I do not remember the exact details of those changes to point them all out, but some of it, i believe, was related to ESL plugins (or ESL flagged plugins), so you could start by commenting out the line that flags the resulting plugin as ESL (it is probably just a call to SetIsESL function, so look for that), and then run the script again to generate a normal ESP plugin, and see if that works.
      If that doesn't help, there may be other, similar reasons related to changed data structures, but i don't remember (you can try asking on xEdit discord, but they may just brush you off, telling you to ask the creator of the script - in which case you are screwed, sorry, but i already wrote all i can think of).
  7. lsdravian
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    Still works like an absolute charm. Thanks!
  8. DaughertyUSMC
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    There is NO "OK" button to select in step 5 - all I get in sseedit is a small, white box showing weight options with an additional, larger and empty white box behind it, but it has no option to select "OK". It certainly does NOT look like yours in the screenshot. Using SSEEdit version 404. And there are NO Additional windows wherein to select races, etc. I would like to know why this is? Cannot progress further than, and incl., step 5!!! IS there something wrong with version 4.0.4 of sseedit?
    1. 5133p39
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      I don't think i used this script in xEdit 404, i think by the time 404 was out i was already using a new version of this script, which i haven't released yet (?)
      Spoiler:  
      Show
      ...and i am not sure if i ever will release it, because i went too far with it, so it does a LOT more stuff like fixing water records, tweaking many global and even quest variables, reweighting and changing prices of every item based on its type, name, material, rarity or simply what i thought it should be, removing fog from interior cells, adjusting weather fog for exterior cells, altering lighting to remove "nonsensical" tints and imagespaces, moving creature spawns away from roads, disabling some clutter items like burned books (which annoyed me too much for too long), altering leveled loot to make loot in general way less abundant, applying many archery and combat tweaks (mostly to complement my Kill with Skill mod), ...
      Basically, i looked at almost 100 mods that i always kept using, and i implemented them all into one huge patcher script.
      So now it is too far beyond the scope of just "feminine females". It doesn't really fit any category here, and it makes too many changes tailored to how I want the game to be, making it very unlikely that other ppl would like it the same.
      In combination with the fact that it has no more GUI and to configure it, one has to edit the script source directly, (un)commenting lines, or changing variables, it probably wouldn't be a desirable tool for enough ppl anyway.

      A screenshot of the problem might help me to better understand what is going on.

      Right now, the only thing that comes to my mind is that MAYBE it could have something to do with your Windows desktop settings, maybe font size.
      Maybe when using any non-default font size settings, it messes up this GUI, because its elements rely on pixel positioning, pushing the buttons outside of the boundaries of the little window, or painting something over the buttons, hiding them.

      If the problem is with the GUI buttons getting hidden/obstructed, you should be able to pass that step by pressing TAB and Enter.
      I think by default the checkbox should be focused when the little window appears, and it should be unchecked by default, leaving the "Min" and "Max" input fields disabled, so pressing TAB key once should move the focus to the OK button, and then pressing Enter key should "press" the button.
      But i am not sure if the focus sequene goes exactly like that, the focus could be already on the OK button, or even on the Cancel button, in which case you will need to figure out how it is using trial and error.

      You could also try to edit the script, and make the little window bigger by adjusting value of windowWidth and windowHeight constants on line 214 and 215 respectively.

      Alternatively, you could edit the script to make it skip the step where it is asking about the weight randomization.
      To do that, you should only need to comment out lines 101 and 102, by prefixing them with double forward slash like this:
      // cancel := true;
      // OptionsForm;

    2. james2k66
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      Commenting out the dialogue box worked great thanks!
    3. juanono
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      same thing happened to me running 4k resolution, changed the resolution to 1080 and it looked normal then.
  9. HavenofDarkness
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    I keep getting an assertion failure when trying to run this. I have updated 4.04 of TES5Edit. I just can't get this to work anymore like it used to. Is this error a Tes5Edit error or an error with this script? I can't find any useful answers on google and Tes5Edit forums on the main nexus page don't exist.
  10. HavenofDarkness
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     Any idea why this wouldn't be working on Handsome Housecarl Followers?

    https://www.nexusmods.com/skyrimspecialedition/mods/55958?tab=posts

    I downloaded a bunch of mods by Tragedian and running this patch on them does nothing. I've been using this mod for years no issues and now Lydia and Mjoll are back to looking like effing gorillas. I ran the patcher on his mod several times but nothing changes, even on a new game.
    1. 5133p39
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      Is Lydia/Mjoll in the generated plugin?
      If not, they got skipped by the patcher script, which can happen if (in the lowest mod affecting them in your load order) they are not a female, if they do not have the opposite anim flag set, if they are not one of the races on the include list, or if there was some problem during the script execution (look for any warnings or errors).
      If yes, the check if they have the opposite gender animation flag set, and which race are they (a race also has to be configured properly to use a female behavior - if something changes their race into something not properly configured, or changes their original race, that could be the reason).

      That is all i can say right now. I had to reinstall Windows and i don't have everything installed yet, so i can't test right now, but i could probably get to it tomorrow or day after - post a reply to remind me, if you don't figure it out in the meantime.
    2. HavenofDarkness
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      Okay so in Tes5Edit I can see that they are both nords. I ran the patcher on the ESP file with no errors, but when I then load up the mod to look, oppositegenderanimations is still assigned in their records. However in the patcher esp, it's gone. So this could be load order issue? I will play around with it some more.

      Alright, got it working. I honestly have no idea what changed. I ran the patcher again and ran loot and it works...thanks for the fast reply though!
  11. gyang79
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    Thank you for creating this mod. Is there a version that doesnt require Xedit? Im using Skyrim GOG and getting the fatal error registry undetected message when I attempt to open Xedit. I attempted to create a registry following via How to make Skyrim SE/AE work with all mod tools like SSEdit/LOOT/etc, page 1 - Forum - GOG.com but I could not get this to work. Thanks again for your time. 
    1. 5133p39
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      You can use xEdit with GOG version just fine, i am using GOG version too.
      You only need to use certain command line parameters when starting xEdit.
      For example, my shortcut to start it is setup like this:
      "a:\Games\#TOOLS\SSEEdit\SSEEdit.exe" -D:"D:\GOG\Skyrim Anniversary Edition\Data" -I:"%USERPROFILE%\Documents\My Games\Skyrim Special Edition GOG\Skyrim.ini" -P:"%LOCALAPPDATA%\Skyrim Special Edition GOG\plugins.txt" -AllowMasterFilesEdit -IKnowWhatImDoing
      ...just change the paths to fit your system, and you should be fine (maybe remove the -AllowMasterFilesEdit -IKnowWhatImDoing params, if you don't need them or don't know what they are for).
    2. 5133p39
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      Then again... i could be wrong about that - thing is, i do have the Steam version of SSE too, so maybe that is why xEdit doesn't complain about my registry, and i only had to tell it to use different paths for the GOG version.

      But do try this first, because while i do "own" SSE on Steam, i do not have it installed, and i am on a freshly installed OS, so i shoudln't have ANYTHING related to SSE in my registry.
    3. gyang79
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      Thank you for the reply. Im a bit confused though. I enter the commands within xedit or as a cmd prompt? Thanks again.
    4. 5133p39
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      Those are command line arguments to start the xEdit with.
      I assume you are familiar with creating windows shortcuts to start programs.
      So, you edit the shortcut and add all those parameters into the "Target" field, so they are right after the executable, like so (keep the spaces separating them):
      executable arg1 arg2 arg3 arg4 arg5But that applies to the Windows shortcuts, but if you are starting the xEdit through MO2 or Vortex, it may be slightly different - but i am not using MO2/Vortex, so i don't know about that.
    5. gyang79
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      Ahh I think Im following now. Im about to give it a try. Thank you!
  12. silvio2020
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    tested on SE and LE. It works perfectly on both!
    use in a clean installation leaves perfect and seamless on the neck. I used with Demoniac unp version and botox. Good job from the developer. Thanks!
  13. SOLOtheCasualGamer
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    After all these years this mod still works like a charm so thank you! And with the advent of Save Unbaker it's now far less of an issue as to when to actually apply this patch! My only wish is if somehow there was a way to automate this whole process and not have to use up another ESP slot lol. But otherwise, it's so good; it's pretty much an essential mod IMO!
  14. lsdravian
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    I couldn't remember if I already thanked you for this, so - THANK YOU!
    1. Patrickq
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      Lol. This is me every time I reinstall Skyrim and reinstall all the mods. "Did I thank this person already...?" Haha.
  15. Patrickq
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    This is an absolute essential mod. Bijin Lydia is out of this world pretty, but with this manly walk it ruins it. Now, if only I applied this patch before I started playing hehe. Oh well, gonna do it on my 9896375430 new game!