I'm a little confused, if say some users aren't using a body mod, they could potentially experience buggy behaviour from this mod? have I got that right?
You need to generate the bodyslide files of the two amulets in order to have the new model visible on female characters. For males it should work right out of the box (however there could be some clipping because it was made for the mentioned body mod) The rings work as they are, as well does the ground (Inventory) model, and the display model if you're using the LotD version.
hey, thanks for the mod! I have a question - do you think your mod can be disabled mid save? I'm not actually looking to disable it but to create a merge mid-playthough, and I've heard it's safest to do that using mods that can be disabled mid-playthrough. thank you
In theory it should have an impact on your savegame, since it only adds a couple of armoraddons and link them to existing 'armors'. No editing or adding of scripts. So it should be fine. But you might want to disable it and make a new save before merging it. However, such a topic is not something I'm too familiar with so you might want to have a backup option.
Does anyone know of a good tutorial for bodyslide? Every time I have tried to use the program I do something wrong and It fails. The program is working i just screw something up. I have tried to make a BHUNP body that is identical to UNPB body but failed. Tried to make a piece of armour fit a unpb body and failed.
More and more mod users are required to use bodyslide (I get why with all the body types) but it isn't as easy as some modders think, when you have no idea. I am an very experienced mod user and can get mods to work in MO2. So getting mods to work, dealing with overwrites and conflicts are pretty routine for me but bodyslide? Nope that s#*! is greek to me. I can even get bodyslide to work in MO2 to find the meshes and textures with ease i just can't work with bodyslide.
I understand that getting used to bodyslide takes some time, struggled myself for some time. For installation I suggest reading the guide on the wiki, which should cover the process of setting it up (You can Skip the other pages on the wiki for now because they dig really deep and are not important if you just want to generate Bodyslide-ready files) For MO2 you may follow the video tutorial over here (yea it's for FO4, but the setup is identical for Skyrim SE)
The usage of the tool is very well explained on the nexus wiki important are these topics: 2. Outfit/Body - The key to Bodyslide 3. Sliders and Presets 5. Building NIFs/Models
hope this helps you out, I personally use bodyslide for my mods, because it makes things much more easily than creating non-bodyslide versions. and because I was tired of the questions to port my mod to body x or y, because I don't like to port the same item, again and again, I want to create new stuff.
Wait... sorry, but why is SOS a requirement? I don't completely understand, SOS doesn't work with so many things on Nexus that I ignored it, is this mod OK without it?
The male amulets were exported using the SOS body. Got many reports that the models work without SOS. However did never test it myself, therefore use it at your own risk.
The body mods are only required for the Amulet/Necklaces. For the male version I only expect some clipping, the female version will not be visible unless you generate the files with bodyslide. If you're using the LotD Patch you can avoid all of that and just remove the Amulets/Necklaces before installing this mod, that way you don't overwrite any of the original files.
Does this not need to be an esp/espfl? As an esl file, it sits way above 3dnpc in my load order, and can't be moved below, so I assume it won't actually do anything, as 3dnpc is winning the conflicts. I'd love to have these gorgeous replacers working, but as far as I can see I'm going to need to patch it?
You're right, I didn't think about this too much I'm afraid. Replaced the esl with an esp with version 1.0.1. Since I didn't find out yet how to espfl an esp it's just an esp. Appreciate you for pointing this out, thanks.
The original .esl file could just simply be renamed to .esp and then sorted it as needed. It would also retain its esl flag.
This new, updated .esp file can safely be flagged as an esl in SSEEdit.
I do have a question, though, avebrave. Was the navmesh edit intentional? It doesn't appear to conflict with anything, and was just added in. This and the previous version both had this edit.
Thanks for your advice, about the navmesh edit: well that wasn't intended. Could be a dirty edit because I always create the LE version and port it over to SE later, my only goal is to replace the items without editing anything else.
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cheers.
However, such a topic is not something I'm too familiar with so you might want to have a backup option.
cheers.
More and more mod users are required to use bodyslide (I get why with all the body types) but it isn't as easy as some modders think, when you have no idea. I am an very experienced mod user and can get mods to work in MO2. So getting mods to work, dealing with overwrites and conflicts are pretty routine for me but bodyslide? Nope that s#*! is greek to me. I can even get bodyslide to work in MO2 to find the meshes and textures with ease i just can't work with bodyslide.
For MO2 you may follow the video tutorial over here (yea it's for FO4, but the setup is identical for Skyrim SE)
The usage of the tool is very well explained on the nexus wiki important are these topics:
2. Outfit/Body - The key to Bodyslide
3. Sliders and Presets
5. Building NIFs/Models
hope this helps you out, I personally use bodyslide for my mods, because it makes things much more easily than creating non-bodyslide versions. and because I was tired of the questions to port my mod to body x or y, because I don't like to port the same item, again and again, I want to create new stuff.
cheers.
cheers.
cheers.
cheers.
Appreciate you for pointing this out, thanks.
cheers.
This new, updated .esp file can safely be flagged as an esl in SSEEdit.
I do have a question, though, avebrave. Was the navmesh edit intentional? It doesn't appear to conflict with anything, and was just added in. This and the previous version both had this edit.
cheers.
Love your jewelry mods, by the way. I think I'm using them all. :)
cheers.
cheers.