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Deadly Mutilations overwriting some CBBE armors, can i override it without messing the mod?


Darklarik

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Posted

So a few days back i made a thread regarding several problems i had with NMM and a whopping amount of mods that resulted in clipping issue, glitches and other things, but amongst them was a curious case of dual existing vanilla and CBBE armor replacements that according to some shouldent have been technically possible, and ultimately one which ended up remaining a mystery as to what the hell was causing it. 

 

Well, after slowly mod by mod testing things out and re-installing things in Mod Organizer 2 (by gods, such a better program) to see if something messed up with the Armors, i figured it was Deadly Mutilations that was causing the fuck up. Seems this mod overrides and puts back or summons the vanilla armors in order for the mutilations to work, even with the CBBE meshes patch installed, the CBBE Armors seem to be replaced (images below), which fucking blows since the description of the Deadly Mutilations CBBE Meshes pack in the Nexus literally says "CBBE bodies and outfits. Copy to Data folder. Must have main file installed.??? So while the armors arent "dual existing" like they where when i installed things in NMM, given the way MO works with virtual folders and all, the problem seems to be back somewhat.

 

 

Deadly Mutilations installed (Vanilla armors return):

Screenshot15470.thumb.png.1179f7eadb776ae2e0b1512a93811060.png

Guard still operating with the CBBE body despite the Vanilla armors: 

Screenshot22518.thumb.png.53fad1f9429fd68d79b1a152732fc9da.png

 

 

When i disabled Deadly Mutilations and the CBBE patch, loaded the game back up immediately after:

Screenshot1181.thumb.png.7cc817566f473f090d6bc9921b70609c.png

Back to how it should be.

So Mod Organizer is indeed highlighting the conflict between these two mods:

1697984676_DeadlyMutilations.thumb.png.3e44db962b04ceb7c4cdd341f3cd2226.png

 

 

-------------------------------

 

Now for my Question: 

Is there a way for me too still install Deadly Mutilations and still have the CBBE replacement armors? Is there something i can tweak in priorities or have the CBBE armors ignore the Deadly Mutilations by messing either with Bodyslider, with the install order, ecs?? (i still dont know QUITE enough about Mod Organizer to know how to do this).

Loot ordered things in this order so im not sure if every time i run it would just un-do a possible override which would suck but oh well i dont mind manually doing it all the time if i know it will rescue the mod. 

 

I do understand that perhaps Deadly Mutilations is simply coded to work with Vanilla armors only, and that while it may install correctly i may simply not see the mutilation effects if i override the priorities of which armors show.

 


But its still worth a try if it means ill be able to possible keep both mods.

So, anyone can lend a hand on how i might be able to fix this pretty please with extra CBBE titties on top?

 

 

 

 

 

-------------------------------------

Bonus Question: I installed a bunch of outfit mods that i dont know how to load them in BodySlide. The CBBE Armors by appear and whats weirder is that when i press "Build" on them, they dont appear in the overwrite folder but instead install directly to the main data folder isntead (something i thought MO isnt suppose to do). The Armors themselves work fine, tested them zapping certain parts too, but they just dont ever appear in the Overwrite. As for the other CBBE armors, lingeries, maid outfits ecs, i dont know how to load them in Bodyslide. They are in game, installed correclty, i just want to Build them properly to my tastes, but they dont register in the menus. 

 

Posted

Deadly Mutilation - dismemberment blood and gore is not updated from 2013 and give the problems that you have. Some modders had make it compatible, but that not mean are free of problems, like a lot of others mod.

 

For example, in mod descripttion  you can read:

Non compatible:
-Will conflict with any mod replacing skeleton. Game will crash if using improper skeleton.

But in the XPMSE description page you can read:

Mods compatible:
Aesthetic Bolt Quiver
- CITRUS
Deadly Mutilation

This is because Groovtama make her skeleton compatible whit Deadly Mutilation. And others moders must make the same, for example with armors, for have a simply install and work.

 

For example, you can google a bit and read, read, read, as many our say, and you can find this post from 2014:

This of course, is not solution,

 

But looking the post section of the mod in nexus, simply in the first page, only need read, read, read and read (note: 4 times, because the solution is in the post number 4) you can see the SOLUTION(no link, can you read enougth for locate it?)

The post start in 2013 and is updated to Edited by Sesheenku, 13 May 2017 - 01:46 PM.

 then i think that can work today. But be prepared, you must read a lot because the entire post have 25 pages.

 

I not have Deadly Mutilation and not read all the solution post, and not installed any. Then i not know if work. This is a work for you.

Posted
On 7/29/2018 at 8:20 AM, GenioMaestro said:

Deadly Mutilation - dismemberment blood and gore is not updated from 2013 and give the problems that you have. Some modders had make it compatible, but that not mean are free of problems, like a lot of others mod.

 

For example, in mod descripttion  you can read:

Non compatible:
-Will conflict with any mod replacing skeleton. Game will crash if using improper skeleton.

But in the XPMSE description page you can read:

Mods compatible:
Aesthetic Bolt Quiver
- CITRUS
Deadly Mutilation

This is because Groovtama make her skeleton compatible whit Deadly Mutilation. And others moders must make the same, for example with armors, for have a simply install and work.

 

For example, you can google a bit and read, read, read, as many our say, and you can find this post from 2014:

This of course, is not solution,

 

But looking the post section of the mod in nexus, simply in the first page, only need read, read, read and read (note: 4 times, because the solution is in the post number 4) you can see the SOLUTION(no link, can you read enougth for locate it?)

The post start in 2013 and is updated to Edited by Sesheenku, 13 May 2017 - 01:46 PM.

 then i think that can work today. But be prepared, you must read a lot because the entire post have 25 pages.

 

I not have Deadly Mutilation and not read all the solution post, and not installed any. Then i not know if work. This is a work for you.

So ive spent the last 2 days reading reading reading from page 1 - 25 (up to January 2017) and 200 - 167 (up too June 2013)  and ive honestly found almost nothing that ive understood to be a "solution" to the issue. THe best i got was that i need to installt he Skeleton Patch and that installing it in a certain order would make the mod work, despite many people also posting about how it wont work. 

 

SO right now im standing on 2 questions.

The first is the skeleton pack, i dont know which or how to install it on MOD organizers. SInce im using both XP32 Extended AND Realistic Ragdolls and force i would assume i need to install both, but how? I can only set the data directory to one of the 2 files... not both

which.thumb.png.d1e705a276fe7a1a9009179f70706585.png

 

 

Also after searching over on other forums i found that many people where saying that the install order was important, however they were talking about NMM and not MO, which im not sure if the order is as important or not in the installation, or if LOOT would influence at all. 

3.thumb.png.f0ede8b2067142c178f44c3bd8d84dd1.png2.thumb.png.697890febb6df875dbc08dd2f2d6a45b.png

 

So at this point my brain literally hurts from the half dozen threads and about 150+ Posts ive read, so if you could spell it out for me what i need to do for MOD ORGANIZER 2 to run this thing, it would be much appreciated, because at this point ive run into a wall as too what i should do.

 

Can you help me? Please?

 

Posted
2 hours ago, Darklarik said:

So ive spent the last 2 days reading reading reading from page 1 - 25 (up to January 2017) and 200 - 167 (up too June 2013)  and ive honestly found almost nothing that ive understood to be a "solution" to the issue. THe best i got was that i need to installt he Skeleton Patch and that installing it in a certain order would make the mod work, despite many people also posting about how it wont work. 

 

SO right now im standing on 2 questions.

The first is the skeleton pack, i dont know which or how to install it on MOD organizers. SInce im using both XP32 Extended AND Realistic Ragdolls and force i would assume i need to install both, but how? I can only set the data directory to one of the 2 files... not both

which.thumb.png.d1e705a276fe7a1a9009179f70706585.png

 

 

Also after searching over on other forums i found that many people where saying that the install order was important, however they were talking about NMM and not MO, which im not sure if the order is as important or not in the installation, or if LOOT would influence at all. 

 

 

So at this point my brain literally hurts from the half dozen threads and about 150+ Posts ive read, so if you could spell it out for me what i need to do for MOD ORGANIZER 2 to run this thing, it would be much appreciated, because at this point ive run into a wall as too what i should do.

 

Can you help me? Please?

 

You talk about problems in the installation, and i presume you continue having problems when play with DM, but you not say any about it. I understand it, and excuse me (and maybe us), for be a bit hard with you in my message (same for others messages of others users).

 

Looking your screenshot appear that you have all the need for make the mod work, you have DM Main Mod, DM CBBE Mesh and DM 1.3.4 but miss some things and probably your game fail for that MISSING THINGS.

 

Your problem about "im using both XP32 Extended AND Realistic Ragdolls" is easy solved in two steps:

Step 1 - Your must use XPMSE and not the old XPMS(not extended) for two simple motives:

XPMS(Not extended) is not updated from 27 March 2016 and have a lot of bones(Have over 229 total Nodes) while XPMSE is updated recently 14 July 2018 and have less bones(XPMSE HDT rig: 115 Bones). The update guaranty you the skeleton work perfect in nearly all the mod's (can be at 99.9%) and the less bones put less charge in the game.

 

Step 2 - Realistic Ragdolls and Force is a REQUERIMENT when you use XPMS(Not Extended):

Requirement:
Realistic Ragdolls and Force by dDefinder

 

But when use XPMSE, in the mod page you can read:

Realistic Ragdolls & Force (included in XPMSE)

 

That mean that you not need install ragdolls if you install XPMSE.

 

Aditionally, I see that you have the update 1.3.4 for DM but you need the update 1.3.3 and you must have the two patch's 1.3.3 and 1.3.4 installed at the same time, as said in the post:

Install 1.3.4 but DO NOT UPGRADE. Select no when asked to upgrade in NMM and install it like a new mod. If you DO upgrade NMM will deactivate 1.3.3 and will remove all the texture files that are used by Deadly Mutilation because 1.3.4 does NOT contain these textures.
Selecting upgrade when installing 1.3.4 causes invisibility on the NPC bodies when cut, ugly blue/purple textures on burnt bodies and other horrendous issues.

 

In last, the installation order is very importan in NMM for the overwrites

When install a mod with NMM a message appear for each overwrite that must be made and the decission about made or not made the overwrite can be very important and you must make the decision a lot of times. A lot of users of NMM want overwrite all always, but this only work when follow a strict installation order.

Look this post made some days ago about problems with an installation order with NMM.

 

When use MO the installation order is less important because you can manually change the overwrites at any time, but follow a good installation order lower the need of manually manage the overwrites.

 

Finally, LOOT is a very good tool and solve a lot of problems in a lot of installations when the user have low knowledge about what are making, but some times give some problem, because not always order the mod in the best order.

 

One of the most important thing that you must know is how work the overwrite system.

The first overwrite is made when install the mod, and NMM or MO have the responsability.

The second overwrite is made when the game process the BSA files and this is load order.

The third overwrite is made when the game process the individual files.

 

One example of first overwrite is the skeleton. When you install SOS and XPMSE the two mods have an skeleton inside it, and you always must use the skeleton from XPMSE and let your manager overwrite any other skeleton.

 

One example of second overwrite is made when the game read Skyrim.esm and Update.esm because the update overwrite a lot of things in Skyrim.esm and correct a lot of problems. Same when the game read the USLEP that make the same and patch a lot of things. Same when the game read an armor pack and replace vanilla armors. The order about how is made this overwrites is load order and internal processing of the game.

 

One example of third overwrite is the skeleton, again, because the game have a vanilla skeleton inside the base bsa files of skyrim, and is overwrited by any skeleton inside any other bsa file that have a skeleton inside it and, finaly, is overwrited by the individual file located in SKYRIM\DATA\meshes\actors\character\character assets that normaly is the xpmse skeleton.

 

Same happend with armors. The game have vanilla armors, that are replaced by any armor replacer, normally with an esp and one bsa, and finally are replaced by the specific and individual armors that you have been processed with BodySlide.

Posted
6 hours ago, GenioMaestro said:

You talk about problems in the installation, and i presume you continue having problems when play with DM, but you not say any about it. I understand it, and excuse me (and maybe us), for be a bit hard with you in my message (same for others messages of others users).

 

Looking your screenshot appear that you have all the need for make the mod work, you have DM Main Mod, DM CBBE Mesh and DM 1.3.4 but miss some things and probably your game fail for that MISSING THINGS.

 

Your problem about "im using both XP32 Extended AND Realistic Ragdolls" is easy solved in two steps:

Step 1 - Your must use XPMSE and not the old XPMS(not extended) for two simple motives:

XPMS(Not extended) is not updated from 27 March 2016 and have a lot of bones(Have over 229 total Nodes) while XPMSE is updated recently 14 July 2018 and have less bones(XPMSE HDT rig: 115 Bones). The update guaranty you the skeleton work perfect in nearly all the mod's (can be at 99.9%) and the less bones put less charge in the game.

 

Step 2 - Realistic Ragdolls and Force is a REQUERIMENT when you use XPMS(Not Extended):

Requirement:
Realistic Ragdolls and Force by dDefinder

 

But when use XPMSE, in the mod page you can read:

Realistic Ragdolls & Force (included in XPMSE)

 

That mean that you not need install ragdolls if you install XPMSE.

 

Aditionally, I see that you have the update 1.3.4 for DM but you need the update 1.3.3 and you must have the two patch's 1.3.3 and 1.3.4 installed at the same time, as said in the post:

Install 1.3.4 but DO NOT UPGRADE. Select no when asked to upgrade in NMM and install it like a new mod. If you DO upgrade NMM will deactivate 1.3.3 and will remove all the texture files that are used by Deadly Mutilation because 1.3.4 does NOT contain these textures.
Selecting upgrade when installing 1.3.4 causes invisibility on the NPC bodies when cut, ugly blue/purple textures on burnt bodies and other horrendous issues.

 

In last, the installation order is very importan in NMM for the overwrites

When install a mod with NMM a message appear for each overwrite that must be made and the decission about made or not made the overwrite can be very important and you must make the decision a lot of times. A lot of users of NMM want overwrite all always, but this only work when follow a strict installation order.

Look this post made some days ago about problems with an installation order with NMM.

 

When use MO the installation order is less important because you can manually change the overwrites at any time, but follow a good installation order lower the need of manually manage the overwrites.

 

Finally, LOOT is a very good tool and solve a lot of problems in a lot of installations when the user have low knowledge about what are making, but some times give some problem, because not always order the mod in the best order.

 

One of the most important thing that you must know is how work the overwrite system.

The first overwrite is made when install the mod, and NMM or MO have the responsability.

The second overwrite is made when the game process the BSA files and this is load order.

The third overwrite is made when the game process the individual files.

 

One example of first overwrite is the skeleton. When you install SOS and XPMSE the two mods have an skeleton inside it, and you always must use the skeleton from XPMSE and let your manager overwrite any other skeleton.

 

One example of second overwrite is made when the game read Skyrim.esm and Update.esm because the update overwrite a lot of things in Skyrim.esm and correct a lot of problems. Same when the game read the USLEP that make the same and patch a lot of things. Same when the game read an armor pack and replace vanilla armors. The order about how is made this overwrites is load order and internal processing of the game.

 

One example of third overwrite is the skeleton, again, because the game have a vanilla skeleton inside the base bsa files of skyrim, and is overwrited by any skeleton inside any other bsa file that have a skeleton inside it and, finaly, is overwrited by the individual file located in SKYRIM\DATA\meshes\actors\character\character assets that normaly is the xpmse skeleton.

 

Same happend with armors. The game have vanilla armors, that are replaced by any armor replacer, normally with an esp and one bsa, and finally are replaced by the specific and individual armors that you have been processed with BodySlide.

So... if XPMSE already has realistic ragdolls, and i shouldent install the Xp32 skeleton because it has more unesesary bones, does that mean i need to install the middle Skeleton in the pack? The realistic Ragdolls one to interact with the XPMSE? Because i still dont know which of the 3 is the one i should be setting as my data directory :C

 

The lengthy explanation you gave up top pertains to NMM which im not really using anymore cuz i realized how much it sucks compared to MO. 

The second explanation about overwrites by MO left me a tad confused.

So i installed the CBBE armors which replaced the vanillas, then i edited them in body slide to replace specific zap files, but then DM replaced them back to vanilla... does that mean i need to install DM, then re-install the CBBE armors so they wont get overwritten?

 

Because if i simply activate the CBBE armors AFTER activating DM it really doesnt change much, i still get the same lightning bolt overwritten warning. I thought LOOT would solve this but it doesnt (Im running Loot every time before i run the game).

 

Also this made me wonder, if i install DM, which replaces skeletons, will that replace the custom SOS skeleton and thus ruin SOS? 

 

Im still so confused as to what steps in the correct order i should take ?

sorry if this seems obvious too you :C Im slow 

Posted
Spoiler
1 hour ago, Darklarik said:

So... if XPMSE already has realistic ragdolls, and i shouldent install the Xp32 skeleton because it has more unesesary bones, does that mean i need to install the middle Skeleton in the pack? The realistic Ragdolls one to interact with the XPMSE? Because i still dont know which of the 3 is the one i should be setting as my data directory :C

 

The lengthy explanation you gave up top pertains to NMM which im not really using anymore cuz i realized how much it sucks compared to MO. 

The second explanation about overwrites by MO left me a tad confused.

So i installed the CBBE armors which replaced the vanillas, then i edited them in body slide to replace specific zap files, but then DM replaced them back to vanilla... does that mean i need to install DM, then re-install the CBBE armors so they wont get overwritten?

 

Because if i simply activate the CBBE armors AFTER activating DM it really doesnt change much, i still get the same lightning bolt overwritten warning. I thought LOOT would solve this but it doesnt (Im running Loot every time before i run the game).

 

Also this made me wonder, if i install DM, which replaces skeletons, will that replace the custom SOS skeleton and thus ruin SOS? 

 

Im still so confused as to what steps in the correct order i should take ?

sorry if this seems obvious too you :C Im slow 

 

Let me try - not because I know more than GenioMaestro (because I definitely do not) but because my English is better than his. In fact, let me say that what I am about to tell you is what I understood him to say above EXACTLY.

 

First, get rid of all skeletons other than XPMSE. This means that you can then get rid of Realistic Ragdolls. In addition, unless you are using a mod that requires it (none are listed in your load order - Dual Sheath Redux is a popular one) you can turn OFF the esp for XPMSE. This will help but isn't the entire solution.

 

Next you have to deal with Deadly Mutilation itself. You need to load version 1.33 and its patch. Then you need to load (do not overwrite any files from 1.33 when you do) version 1.34. In other words, when you load 1.34 when you get the warning that you have 1.33 loaded do you want to overwrite - the answer is no. Additionally, if you get that file abcxyz has been created by 1.33 do you want to overwrite the answer is no. You also need to load the 1.34 patch (be careful this ONLY overwrites 1.34 and nothing from 1.33).

 

This SHOULD take care of the problem. I do want to reiterate GenioMaestro's early point as an editorial comment, however. This mod is old and abandoned and known to be glitchy. Is it really worth all this?

 

Edit: I made a slight error and want to correct it. You must use the CBBE patch for 1.33 (if you are using CBEE) and NOT load the vanilla patch. In addition there is no 1.34 patch. Do NOT load any of the skeletons or skeleton patches.

Posted

The mod's that you install are not really important if you install in the last step a mod that replace all.

More clear, for example, you can install with MO, in this order:

1 - XPMS(not extended) -->Original from nexus

2 - SOS base and the included skeleton

3 - Ragdolls -->Original from nexus

4 - DM base and the included skeleton + Ragdolls

5 - DM patch's 1.1 and the included skeleton + Ragdolls

6 - DM patch's 1.2 and the included skeleton +Ragdolls

7 - DM patch's 1.33 and the included skeleton +Ragdolls

8 - XPMSE  -->Original from nexus

All the 8 mod's have a skeleton inside it, but like you install XPMSE at last, XPMSE must overwite all.

 

If you install XPMSE in the midle of the list, you must go to the overwrite section of MO and say that XPMSE can't be overwrited by any. Then when you install another mod that have a skeleton you can't have any problem because MO not install it, or for be more correct, MO select the skeleton from XPMSE when launch the game.

 

Not worry if you install more mod's that you need. Not worry if you incorrectly install an XPMS(not extended) or any ragdoll or 7 mod's with skeleton one after another. When the game execute only can have ONE and must be the skeleton from XPMSE. All the others skeletons that you install are not used. The only real important thing about skeleton's is have XPMSE in last postion and say it the overwrite section of MO.

 

Of course, you must install XPMSE with the correct options, and that mean, for example, this:

840671987_xpmsedm.thumb.png.2525f51ca682ff6130e79eb1f30e5b7e.png

You must install XPMSE and activate the tick for DM in this screen, because you have DM. When you activate the tick you get a special skeleton compatible with DM, and this skeleton is the only that you need.

 

With armors you must make the same, but a big diference can be the type of the file.

Some armor pack's come in BSA format but others can come in losless format.

The BSA file is like a ZIP file, have a lot of folders and files inside it, but the losless format give you each individual file. When the game start, first read all the files in bsa format and latter read all the structure directory inside DATA and replace the files included in the bsa with the files that exist inside the data folder.

In this way, you can have a big bsa file with hundreds of files and can install a specific mini-mod that patch the big mod addiding only some files inside the DATA folder. 

 

In some situations, you must open the zip file of the mod, the original file directly downloaded before install the mod for see how is made and know if come in BSA format or in lossless format. If the zip file inside the data folder have it only one esp and one bsa is because come in bsa but if the zip file have a lot of folder inside the data folder is because come in lossless format.

 

The diference can be important because if the mod come in bsa CAN BE overwrited by other mod in lossless format. But if the file come in lossless format CAN overwrite other mod that come in bsa format.

 

LOOT only look the esp's files and order it following some rules and looking the internal dependencies of the mod's. Not have in consideration the bsa files or the lossless files. Only change your load order when you install a mod that have an esp file and have dependency from other mod, then move it to any position lower the master mod. Not make more.

 

The order in wich the mod's are overwrited depend of a lot of things, because is the key for made the mod's that we have, and follow the rules that i say before. But some times, in some situations, you can't have the game that you want because the mod's collide and are incompatibles and here start the problems.

 

The patch's are the key for cure collisions and incompatibilities and the order in with you install the patch and make the overwrites in MO can be the solution to yours problems. I don't know the exact order in wich you must make it and not know how must put the overwriters in MO. A lot of times, this is try and fail. And after a lot of read support pages, install, un-install, order, re-order, overwrite this, or this, or change this, not this not, the other.... finally you get a game that is playable. Maybe is not as you want, but some times can't be, as i say for collisions and incompatibilities.

Posted
43 minutes ago, Psalam said:
  Reveal hidden contents

 

Let me try - not because I know more than GenioMaestro (because I definitely do not) but because my English is better than his. In fact, let me say that what I am about to tell you is what I understood him to say above EXACTLY.

 

First, get rid of all skeletons other than XPMSE. This means that you can then get rid of Realistic Ragdolls. In addition, unless you are using a mod that requires it (none are listed in your load order - Dual Sheath Redux is a popular one) you can turn OFF the esp for XPMSE. This will help but isn't the entire solution.

 

Next you have to deal with Deadly Mutilation itself. You need to load version 1.33 and its patch. Then you need to load (do not overwrite any files from 1.33 when you do) version 1.34. In other words, when you load 1.34 when you get the warning that you have 1.33 loaded do you want to overwrite - the answer is no. Additionally, if you get that file abcxyz has been created by 1.33 do you want to overwrite the answer is no. You also need to load the 1.34 patch (be careful this ONLY overwrites 1.34 and nothing from 1.33).

 

This SHOULD take care of the problem. I do want to reiterate GenioMaestro's early point as an editorial comment, however. This mod is old and abandoned and known to be glitchy. Is it really worth all this?

 

Edit: I made a slight error and want to correct it. You must use the CBBE patch for 1.33 (if you are using CBEE) and NOT load the vanilla patch. In addition there is no 1.34 patch. Do NOT load any of the skeletons or skeleton patches.

Perhaps it would be better if i gave you a list of my current mod set up: https://modwat.ch/u/DarkLa/plugins

 

First, I also want to point out that i AM planning to install Dual Sheath Redux, as i read several posts in the articles that GenioMaestro told me to read of people who used both mods and had no trouble with them, so i imagine that i will have to install the skeleton patches sooner or later, i would like to know how to as well.

 

second, just as a reminder, my problem isnt that the mod wasent working (i posted images of a severed hand showing it does) but that the CBBE Armors get replaced, just want to make sure that THAT is what were trying to fix right? Because i did put the meshes of CBBE (hence the naked, amputated arm body), but the armors got replaced.

 

Third, if i get rid of all skeletons wont that mess up SOS which uses a custom skeleton? 

 

fourth, by "load" do you mean just check the box of the installed mod in the appropriate order? (DM 1.33 -> Cbbe Mesh patch -> patch 1.34) Like that? then sort em out with LOOT?

 

fifth, the reason im hesitant to get rid of Realistic Ragdolls and force or the XPMSE  is due to many mods i downloaded listing it as a "requirement" included the TBBP, Bounce and jiggles, the Highheels mod, to name a few, as well as many sex mods ive yet to install like Framework, Defeat, submit, Amorous Adventure, slave mods ecs (saving them for last till i make sure the game runs smoothly with the other mods). So do you think i should i still remove them?

Posted
Spoiler
7 minutes ago, Darklarik said:

Perhaps it would be better if i gave you a list of my current mod set up: https://modwat.ch/u/DarkLa/plugins

 

First, I also want to point out that i AM planning to install Dual Sheath Redux, as i read several posts in the articles that GenioMaestro told me to read of people who used both mods and had no trouble with them, so i imagine that i will have to install the skeleton patches sooner or later, i would like to know how to as well.

 

second, just as a reminder, my problem isnt that the mod wasent working (i posted images of a severed hand showing it does) but that the CBBE Armors get replaced, just want to make sure that THAT is what were trying to fix right? Because i did put the meshes of CBBE (hence the naked, amputated arm body), but the armors got replaced.

 

Third, if i get rid of all skeletons wont that mess up SOS which uses a custom skeleton? 

 

fourth, by "load" do you mean just check the box of the installed mod in the appropriate order? (DM 1.33 -> Cbbe Mesh patch -> patch 1.34) Like that? then sort em out with LOOT?

 

fifth, the reason im hesitant to get rid of Realistic Ragdolls and force or the XPMSE  is due to many mods i downloaded listing it as a "requirement" included the TBBP, Bounce and jiggles, the Highheels mod, to name a few, as well as many sex mods ive yet to install like Framework, Defeat, submit, Amorous Adventure, slave mods ecs (saving them for last till i make sure the game runs smoothly with the other mods). So do you think i should i still remove them?

 

I love it - all colorful and everything.

 

First, if you plan to use Dual Sheath Redux then you simply leave the esp for XPMSE ticked when you load it. This esp has caused some glitches in the past so if you can turn it off you are better served that way. But you MUST have it ticked ON to use Dual Sheath Redux.

 

Second, yes I am well aware (like my Ancano imitation)? Fixing the meshes is primarily about loading the correct files in the correct order. GenioMaestro appears to be hedging his bets some about that order but my understanding is that the order in which I gave them is the correct order.

 

Third, not a problem since you are NOT getting rid of all the skeletons. Even if you tick off the XPMSE esp the files remain in the Data file of Skyrim so that all the mods that depend on them can still get to it.

 

Fourth, when you download a mod and the add patches or files there will only be one file listed in the end. So, if you download version 1.33 and do no patches only Deadly Mutilation.esp will be listed. If you add one or two patches it will still look the same in your load order. When you look more closely at it you will find that version numbers change, etc., but your load order will look identical in any case. When I say load in that order and give the appropriate responses I am talking about loading the files from Nexus and the responses you will get when you activate the files in MO. The order in which these files overwrite each other and what you all to be overwritten is VERY important with this mod. As GenioMaestro pointed out in his last post the load order is not ALWAYS this unforgiving (again, are you sure you really want all this hassle)?

 

Fifth, Ragdolls is included in XPMSE. You can actually leave it in if it makes you feel better but it is using up when of your load slots which you may eventually need for something else. This is like asking if you need to buy tires for your new car. The car comes with tires (in the mod's case better ones than the original) but if you want to buy the tires and store them it will cause no harm. Just not necessary. From helping on the technical thread I can tell you that most people are unaware that they actually have two copies of Ragdolls running. So, suit yourself but you really don't need the separate version.

Posted
9 hours ago, Psalam said:
  Reveal hidden contents

 

I love it - all colorful and everything.

 

 

Fourth, when you download a mod and the add patches or files there will only be one file listed in the end. So, if you download version 1.33 and do no patches only Deadly Mutilation.esp will be listed. If you add one or two patches it will still look the same in your load order. When you look more closely at it you will find that version numbers change, etc., but your load order will look identical in any case. When I say load in that order and give the appropriate responses I am talking about loading the files from Nexus and the responses you will get when you activate the files in MO. The order in which these files overwrite each other and what you all to be overwritten is VERY important with this mod. As GenioMaestro pointed out in his last post the load order is not ALWAYS this unforgiving (again, are you sure you really want all this hassle)?

 

wait....

I think i know where my confusion stems from... i think. 

 

Are you telling me that instead of installing everything Separately, in the sense that each time i activate a mod for installation from the downloads tab, i give it a different name (A name for the Core, a diff name for the CBBE patch, a diff name for the 1.34 patch, ecs) so that it looks like this: 

which.jpg.84356ad1f3b6e4ddbe6967838c467643.jpg

and then activate them in the appropriate order?

 

 

Or

am i suppose to hit Merge or replace when i get the prompt for installing say, the CBBE patch right after installing the core?

Like this: 

281477620_Singlefile.thumb.png.7b10d6977f66a2abf467206cad8e028a.png

 

 

And end up with a single, activatable combined File under the name of Deadly Mutilations?

Because up until now the "Load order" you guys have been telling me is throwing me a bit off it almost seems like your talking about NMM so clearly im missing something here. 

10 hours ago, GenioMaestro said:

 

If you install XPMSE in the midle of the list, you must go to the overwrite section of MO and say that XPMSE can't be overwrited by any. Then when you install another mod that have a skeleton you can't have any problem because MO not install it, or for be more correct, MO select the skeleton from XPMSE when launch the game.

 

I dont know how to do this in MO, where is this option located?

Posted

The second one. Your right that the term "load order" can be confusing. Most commonly it is used as it is in LOOT meaning the order in which you tell your mods to load into the Skyrim game. However, and in this case, load order means the order in which you load your mods into your mod organizer/Skyrim DATA file. You do not want to do the first option that you have listed.

 

Spoiler
5 hours ago, Darklarik said:

wait....

I think i know where my confusion stems from... i think. 

 

Are you telling me that instead of installing everything Separately, in the sense that each time i activate a mod for installation from the downloads tab, i give it a different name (A name for the Core, a diff name for the CBBE patch, a diff name for the 1.34 patch, ecs) so that it looks like this: 

which.jpg.84356ad1f3b6e4ddbe6967838c467643.jpg

and then activate them in the appropriate order?

 

 

Or

am i suppose to hit Merge or replace when i get the prompt for installing say, the CBBE patch right after installing the core?

Like this: 

281477620_Singlefile.thumb.png.7b10d6977f66a2abf467206cad8e028a.png

 

 

And end up with a single, activatable combined File under the name of Deadly Mutilations?

Because up until now the "Load order" you guys have been telling me is throwing me a bit off it almost seems like your talking about NMM so clearly im missing something here. 

I dont know how to do this in MO, where is this option located?

 

 

Posted
7 hours ago, Darklarik said:

wait....

I not have MO and not like it. I preffer the simplicity of NMM. 

All this info come from the step guide for MO.

 

As you explain appear that YES, you are making it bad. As you can read, you have 3 options:

The Merge button typically should be chosen when installing optional filesthat are add-ons to the mod. This simply adds the files to the existing mod, overwriting any existing files.

Replace button generally should be chosen when upgrading a mod to a new version containing all required assets. This deletes all files in the mod and installs the new files in its place.

Rename button allows you to install the mod under a different name, allowing you to keep the file contents separate from the main mod, or enabling you to install different versions of the same mod.

See the complete video whitout skip a second of it and enable SubTitles if need for understand it.

If you hit Merge you end with only ONE mod that have all the updates integrated into it.

If you hit Replace you end with only ONE mod that have ONLY updates and not have the base mod or the previous updates.

If you hit Rename you end with multiple mod's that have diferent names and you can enable or disable indendently.

 

The Rename is the way used by NMM and is the recomended option when you install patches and updates for a previous mod, because simply looking your mod list you know if you have all the updates installed and active. 

The Replace is used ONLY when you want install a completely NEW version(and not patches or updates) that completely replace the old version of the same mod.

The Merge is only for have all the updates and patches integrated into a single mod.

 

For make work you deadly mutilation(DM) you must have the following:

DM(main)

DM CBBE Mesh

DM Path 1.33

DM Path 1.34

 

You can end with ONLY one -Merged- mod that have the four mod inside it

OR

You can end with the four individuals mod's -Renamed- installed and active

 

The result is the same, use the option that you want, but i recomend use the -Rename- option.

 

 

Your next problem can be the armors mod's but this is a bit more problematic and i need explain you how work the Priority system and the Overwrite system of MO.

 

NMM not have a priority system and i must re-install the mod's for change the priority.

In MO you have the Priority system that allow you to move yours mod's up and down without the need or re-install it.

Talking about Skeleton you only need put XPMSE in the last position givin it the higest priority posible and in this way XPMSE -overwite- any other Skeleton that you can have installed and MO guaranty that XPMSE in not -overwrited- by any other Skeleton.

 

The Overwrite system of MO is the folder in with the programs like Fnis and BodySlyde throw his data.

When you run Fnis the files generated go to this folder.

Same when you process yours armors with BodySlide.

 

As you can see the overwrite folde of MO is in the LAST position and have the maximun priority and you can't move it and you can't chage her/his priority because they REALLY have the maximun priority posible.

That mean that the files in the Overwrite folder replace any other file of any other mod.

 

When you install armors mod's like Remodeled CBBE Armors  you can change the -priority- and you can move it up and down. If latter you install DM CBBE Armors and put it below the remodeled(giving it a high priority) the remodeled are -replaced- and -overwrited- with the armors in DM CBBE Armors.

But the Remodeled armors have been made for BodySlide and when you launch BodySlide and process all yours armor the new armors generated by bodyslite go to the OVERWITE FOLDER of MO and -replace- the armors from DM CBBE Armors because the OVERWITE FOLDER have the maximun priority.

 

And this can be your MAIN problem.

 

Have in mind that the mod DM CBBE Armors not have any conection with BodySlide and you can't process it with BodySlide.

Probably, you can't have armors with super big tits that can be dismenbered with DM.

And if you can have it is because the patch's for DM make a fantastic work.

But i really doubt that you can have a body dismembered in two parts that have big tits in the part that have the tits, because this is a game and can't be exactly equal to the real life.

 

Ask again if you have more doubts or problems. Not worry.

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