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Is there a viable way to abstract out all the MCM bits from SAM mod? Ive noticed over on LL people have taken to using SOS-lite for SSE but that sounds rather mehhh... Anyhow im curious what anyones gotten up too on SE >.> There's this mod for SSE 'Unique Character' which gives a custom set of textures for the player, http://www.nexusmods.com/skyrimspecialedition/mods/3006 Could we use the SAM skin elements with schlong and such in that? Im going to keep digging, i'll report back whatever I may find. Edit: Perhaps we could use the SOS lite method, and swap out the textures and such for the SAM ones. That would probably work, no bells and whistles except the console commands, but the most important thing would be in place, ill probably test it out soon perhaps.
Please see attached screenshot. As you can see on almost all of the underwear mods I try, they never hide the junk. I am using SAM Light SE I have been using SSE NIF Optimizer to make Oldrim mods work. This particular mod is the Chaurus Mashup Refit mod by Hoamaii. In the past Ive tried with various others which all seem to do the same thing. Please tell me what Im doing wrong. Thanks!
I know it’s overdue, but here’s the news (or, rather, the lack of them): In a nutshell: Rumor has it that development on SKSE64 is on hold due to a lack in skills, time and motivation. More specifically, progress seems to be halted due to a lack of understanding in reverse engineering skills regarding “x86/x64 assembly and C++ structure alignment”. Development ‘Might’ Continue Some more background is shed on the matter by a member of the development team, in where is stated that several team-members are occupied with other responsibilities, including the Fallout 4 Script Extender (F4SE).He furthermore anticipates development to continue once new human capital is attracted or when personal motivations and agendas allow for it — but specifically says “don’t count on it, and do not assume any release schedule”. Development Thread Closed We notice that many users are complaining about the fact that it’s been months since the release of Skyrim Special Edition and SKSE64 has yet to be released. Do note however that as with most mods, these developers work for free in their spare time to deliver a product to the public on a voluntarily basis. We should consider it a privilege and luxury if we will ever get to enjoy it in the first place… In fact, according to the forum, “irrational and hostile behavior from users” made moderators close the development thread! Help Us Bethesda We don’t understand why Bethesda isn’t helping out. They could integrate SKSE64 in their official product, which in turn allows for more (complex) mods, making for a much better product. They can view it as a simple opportunity to boost game sales, while in fact its a massive opportunity to boost their reputation and enhance customer loyalty. Even without a monetary standpoint, it could be a great way to show how much you care about the community. We could all get to enjoy the 64-bit Skyrim Special Edition for what it truly is, while waiting for the next Elder Scrolls. Source Invisible Entity: http://invisibleentity.com/entertainment/the-elder-scrolls-v-skyrim/2017/06/development-skse64-on-hold/ Nexus Mods: https://forums.nexusmods.com/index.php?/topic/5206865-wipz-skyrim-script-extender-skse64/