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Crazy spiky stretching of female NPCs


soulpoet1980

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So I’ve developed a teeny-tiny problem that I can’t seem to fix. All female NPCs with the HDT Havoc Object equipped have become spiky, stretched monstrosities ever since I installed the Death Alternative and SD+ mods. I’ve since uninstalled those mods, loading from saves from before they were installed, but the problem remains.

I have the All-in-One Animated Pussy, XPMSE 3.94, and Bijin Wives/Warmaidens/NPCs installed. I’ve tried reinstalling XPMSE and letting it overwrite everything, afterwards running FNIS 6.2, but it had no effect.

In the past, whenever I had stretching/disappearing/glitch-in-the-matrix jiggling issues, all I had to do was disable/enable the NPC, and it fixed it. Doing the same has no effect on whatever this problem is.

In-game, I console-killed one of the non-stretched NPCs, looted her body, placed an HDT Havoc Object in her inventory, then resurrected her, and, lo and behold, her HDT worked perfectly, without stretching. But the NPCs that have an HDT Havoc Object equipped by default are all fucked up.

Judging by this info and the screenshot below, I’d like to know whether it’s a skeleton problem or a mesh problem, and how it might be fixed.

Thanks in advance.

 

 

post-944809-0-00507300-1501640393_thumb.png

 

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You need to dl notepad++ and change every max linear and max angular velocity in your xmls to 255.

 

Every xml, every entry. You then need to make sure you have the HDT mem patch and have it correctly configured.

 

You need to have external data loading configured in your ENB settings and if your answer is "what data loading settings in my enb" or "I don't have an enb" then you need to rectify that as well, and when you've done that, download and install crashfix as well.

 

The fact you're still using an object at all shows how massively out of date your setup is.

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The entire point of Boris adding the [Threads] section in enblocal post .297 was to deal with this exact issue, so I'm going to hazard you're not using an enb that relies on injected shaders or have simply not noticed the issues.

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All the types of issues that come with active memory being overwritten at runtime, briefly weird colors or scripts not firing at the time they're supposed to, ENB effects not happening at all, invisible or disappearing npcs or random tposing, that save that worked perfectly and now a week later doesn't load at all, multiple string entries for the same thing in your save etc etc

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Alright, I fixed it. Basically, the “bones” of certain HDT-enabled outfits no longer match the HDT bones of the body I use, leading to all kinds of craziness. I’m simply using BodySlide to customize said outfits again. Not sure how they got fucked up, though.

    Thanks for your quick response, 27X. Apologies for not replying sooner; I got busy with work. I opened the half dozen or so xmls in my SKSE Plugins folder in Notepad++ to confirm the maximum linear and angular velocities of 255, then checked that I have the HDT memory patch. I also have the ENB Crash Fix.

    Also, based on your comments, I looked into the HDT Object thing, and read that it’s not needed for my AiO Animated Pussy setup, so I ditched it.

 

All this shit for bouncing tits in a computer game.

 

 

tumblr_nxchyzRir81tpri36o1_400.gif

 

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  • 8 months later...

i'm getting conflicting info, even from the same sources, as to whether i should use the hdt mempatch when also using Crash Fixes, Shesons memory patch, and enblocal. very confused. in this thread we are in, 27X states to use hdtmempatch no matter what. but in this thread...

https://www.loverslab.com/topic/61354-sheson-patch-or-hdtskyrimmempatch/

 

he states to remove hdtmempatch if using enb boost.

this other thread, seems to state it's redundant...but to still use it lol...

https://www.loverslab.com/topic/76439-hdtskyrimmempatchdll-do-i-need-it-where-can-i-find-it/

 

i added the hdtmempatch that also has a d3dcompiler_47.dll  (my old patch didn't have that dll), from this link...

https://pan.baidu.com/s/1dDy6yhr/  (what is the compiler dll for??)

 

...and played awhile. the game seemed smoother and more responsive, but after i checked the hdtmem log, it was 1.3 GIG all with WARNING: can't allocate space larger >2GB ect

 

also there's mention of the lines in my enblocale

[THREADS]
DataSyncMode=0
PriorityMode=0
EnableUnsafeFixes=false

 

but i can find no info on how to set them (those are default)

 

sooo, what is the current consensus about this? use hdtmempatch along with the others, or not? thanks

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9 hours ago, Mookeylama said:

i'm getting conflicting info, even from the same sources, as to whether i should use the hdt mempatch when also using Crash Fixes, Shesons memory patch, and enblocal. very confused. in this thread we are in, 27X states to use hdtmempatch no matter what. but in this thread...

https://www.loverslab.com/topic/61354-sheson-patch-or-hdtskyrimmempatch/

 

he states to remove hdtmempatch if using enb boost.

this other thread, seems to state it's redundant...but to still use it lol...

https://www.loverslab.com/topic/76439-hdtskyrimmempatchdll-do-i-need-it-where-can-i-find-it/

 

i added the hdtmempatch that also has a d3dcompiler_47.dll  (my old patch didn't have that dll), from this link...

https://pan.baidu.com/s/1dDy6yhr/  (what is the compiler dll for??)

 

...and played awhile. the game seemed smoother and more responsive, but after i checked the hdtmem log, it was 1.3 GIG all with WARNING: can't allocate space larger >2GB ect

 

also there's mention of the lines in my enblocale

[THREADS]
DataSyncMode=0
PriorityMode=0
EnableUnsafeFixes=false

 

but i can find no info on how to set them (those are default)

 

sooo, what is the current consensus about this? use hdtmempatch along with the others, or not? thanks

hahaha.

 

Sheasons Patch is included in skse since a long time.

 

HdtMemPatch is always needed.

 

The d3dcompiler is for smp not for pe.

 

Cf is something you should always use, even with no enb and no hdt physics.

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Might wanna check the dates of the posts, because HDT was the one whom recommended  to remove her own patch if using an enb, at the time until she fixed it.

 

>PRZ has kept the stickied update continually, and that's where you should be looking for SMP.

 

The reason PE isn't kept in the same state is it's no longer supported by anybody but frankly this site and nexus.<

 

PE is dead, period.

 

 

The shader compiler is actually generating the space needed for the memory use and is required for SMP.

 

The current PE patch is included the latest PE dl and you should be configuring and using it.

 

The current PE stable build is:

 

SKSE configured properly

ENB configured properly (and YOU have to configure it)

 

[THREADS]
DataSyncMode=You set it, don't copy paste some shit
PriorityMode=You set it, don't copy paste some shit
EnableUnsafeFixes=false

 

http://enbseries.enbdev.com/forum/viewtopic.php?t=4880

 

read this, use this. don't just copy paste, READ AND CONFIGURE

 

https://www.nexusmods.com/skyrim/mods/85443/

 

https://www.nexusmods.com/skyrim/mods/72725/?tab=files

 

Also the xmls you use also need to be correctly written to prevent issues, and the nexus contains 0 correctly xmls, any hair pack publicly available are also not correctly written, so do your homework.

 

Bazinga's Naturalistic are most consistently performing and stable, but even he has a couple of fuck ups with labia textures, so there is literally no "does everything perfectly pack", you're going to have assemble and tweak it yourself, and if you're smart you'll save it thereafter and if you aren't you won't.

 

 

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