QUOTE(ghastley @ Jan 2 2020, 02:30 PM)

Succubus mod needs a lot more clutter added, and packaging. I may have a beta soon, which I'll port to SE, too. It may never appear on Nexus, as I'm getting a bit tired of entitled users there. Lacks voice acting for the Daedric Duo, anyway. I'm running it without, but a public release would need it.
I made a start on converting this to SE, so Saki can test, but it's not going well.
The hair the succubi all wear has issues with textures. The normal map is not working, and the diffuse map is off. This is likely an effect of having o re-optimize nif's for the SE version.
Only half of the furniture animations work. A fresh install of FNIS made no difference.
I need to update the game and SKSE and get them in sync to use the XPMSSE skeleton, and if they don't jiggle, most of the point of the mod goes away. This could fix the animation issue, too.
Many of the scripts need recompiling on the SE release, and tracking them all down is a pain, even with a naming convention in place. The one on the pillory where Greta is imprisoned causes a crash whenever it's activated, which may again be a SKSE64 issue.
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@Renee When I have a coherent explanation of a modding topic, I tend to post it on my own site and put a link here, which does easily get overlooked. For example
How to make Hearthfires modsHow furniture and idles work My style is not a walk-through of what I did, as I prefer to explain how things work, rather than just say "do this and trust me". That does sometimes hold me back from posting, if I'm uncertain that I have a complete understanding. And again, sometimes I don't believe how something works, and it turns out to be a Bethesda error that just didn't get fixed, and they worked around it. An example of that is the revolving doors that are always installed upside-down, because the animations are wrong.