Ramien Posted July 16, 2022 Posted July 16, 2022 When I'm trying to build facegen data, I'm getting a message "Scene Root:FemaleHead.002 is missing a facegen tint map." Did I miss something? The NPCs seem to be okay, but there's only a handful of them, all dark furred, so it's hard to be sure.
Bad Dog Posted July 16, 2022 Author Posted July 16, 2022 Those messages can generally be ignored. I don't know what's up with this tho. What NPC is it on?
Ramien Posted July 16, 2022 Posted July 16, 2022 Mod is Flower Girls SE and VR at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Only 6 NPCs in the base mod, so I was using it as a test case before trying for larger ones that would be more likely to crash CK when running.
Dark_Messiah Posted July 16, 2022 Posted July 16, 2022 (edited) Panther feet textures look misaligned and weird, the rest of the races look fine, dunno what is causing it. Using Cbbe version, digiti. Also, could you fix the seem at the ankle and wrist with CBBE 3BBB please? Edited July 16, 2022 by Dark_Messiah
Bad Dog Posted July 17, 2022 Author Posted July 17, 2022 Dunno what problem you're having with the feet. Pics help. Most CBBE bodies should work with the hands & feet I provided. I think there are some CBBE bodies that work with vanilla hands and feet, but I'm not sure what they are. 3BBB might be one. If so, you need to copy over the hands and feet from the base mod. Anybody familiar with Bodyslide know how that's normally handled? Two problems I know of: Hands and feet are supposed to have a tri file but I think it's not in the nif correctly for Skyrim. That might be why the seam isn't fixing itself. The feet are missing the digi information, so they are all plantigrade.
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 (edited) 18 minutes ago, Bad Dog said: Dunno what problem you're having with the feet. Pics help. Most CBBE bodies should work with the hands & feet I provided. I think there are some CBBE bodies that work with vanilla hands and feet, but I'm not sure what they are. 3BBB might be one. If so, you need to copy over the hands and feet from the base mod. Anybody familiar with Bodyslide know how that's normally handled? Two problems I know of: Hands and feet are supposed to have a tri file but I think it's not in the nif correctly for Skyrim. That might be why the seam isn't fixing itself. The feet are missing the digi information, so they are all plantigrade. Theyre not plantigrade, they function as they are supposed to. Attached pic, it only happens with panthers, no other races have this problem... at least not so far. Also i tried to furryfy the NPCS in SSEDIT with the script you provided and i got this error: [00:46] Exception in unit BDScriptTools line 37: Found a NULL reference, expected: HDPT [00:46] Error during Applying script "BD_Furry_Patch_Builder": Found a NULL reference, expected: HDPT No idea what this means, but the conversion stopped at 40%. Could it be a mod that causes it? I tried to convert every mod i have. Edited July 17, 2022 by Dark_Messiah
Bad Dog Posted July 17, 2022 Author Posted July 17, 2022 You have something messed up in your load order. Look at that first. Not sure what's up with the script. Do you have a humongous load order? What's it look like? I'm inclined to say try loading only half and see if you can isolate the mod causing the problem.
ASlySpyDuo Posted July 17, 2022 Posted July 17, 2022 I guess I'll have to be the one to ask about the elephant in the room; is LE support officially dropped? Mostly asking because it hasn't been updated to V14 and it has been out for couple of days now. 1
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 (edited) 1 hour ago, Bad Dog said: *runs and hides* Hey Bad dog, i managed to fix most of the stuff we talked about yesterday, i ran the furry patch only on the mods i was 100% certain contained npcs and it didnt crash, i also managed to fix the panther feet... somehow, not sure what i did. The seam remains at the ankles, because if i let YA CBBA overwrite YA digiti's feet meshes, all feet become plantigrade, is it supposed to do that? Also your script doesn't work on randomly generated npcs like the ones from CD, citizens of tamriel etc. they keep their dark head textures, tho i guess it has to do with them being random generated so whatever. Also what does furry armor fixup script supposed to do? Edited July 17, 2022 by Dark_Messiah
Bad Dog Posted July 17, 2022 Author Posted July 17, 2022 Ya, like I said above, I didn't think about the digi thing when I made the CBBE patch so they're all plantigrade. I suppose I have to make a CBBE+Digi patch for that. I don't know what citizens of tamriel is up to. If they create an esp with unique citizens you should be able to run the furry patcher after the patch they create, including it. Remember it's designed to run on your whole load order. If they're really creating the npcs at run time, they must have a mechanism for handling heads and I don't know why it doesn't work with YA in the mix. "The seam remains at the ankles, because if i let YA CBBA overwrite YA digiti's feet meshes, all feet become plantigrade"--yeah, no. We're either talking about seams or we're talking about digi/planti, choose one. If you're saying YA CBBE has seams at the ankles it's because you've chosen a CBBE body that uses vanilla ankles. (I think. Can't tell clearly from your screenshot.)
Bad Dog Posted July 17, 2022 Author Posted July 17, 2022 Oh, and the armor fixup makes sure that everyone uses the khajiit version of helmets, since that's where the furry heads are. And optionally, makes boots invisible.
Blaze69 Posted July 17, 2022 Posted July 17, 2022 39 minutes ago, Bad Dog said: I don't know what citizens of tamriel is up to. If they create an esp with unique citizens you should be able to run the furry patcher after the patch they create, including it. Remember it's designed to run on your whole load order. If they're really creating the npcs at run time, they must have a mechanism for handling heads and I don't know why it doesn't work with YA in the mix. Nah, I seriously doubt there's anything weird about NPC generation or whatever at play here. Probably just mistakes during patching or YA-compliant FaceGen generation. The question is whether this is just PEBCAK at play or there's something special about the way the plugins are set up indeed that might require some special conditions on the script or whatever. Speaking of the script... I haven't really been able to tinker much, but the one time I did it kept crashing on me (with that "Expected HDPT, found NULL" error message) until I disabled the Ungulates plugin, then it worked just fine. Might be some kind of leftover code in the script causing issues there? IIRC you said you wanted to have it patch all gear for Ungulates but then noticed nothing would fit for horses or deers anyway so you reverted it; I'm guessing you didn't disable all the code and there's something there messing things up if Ungulates is loaded into xEdit when running the script? 39 minutes ago, Bad Dog said: If you're saying YA CBBE has seams at the ankles it's because you've chosen a CBBE body that uses vanilla ankles. (I think. Can't tell clearly from your screenshot.) Also, speaking of CBBE. I looked into the files for the CBBE patch. You did include hand and paw meshes generated with the "standard" values (i.e. _1 with 0% AnkleSize shape, _0 with 100% AnkleSize shape, which is what the normal CBBE shape presets use). This is fine and dandy for the official presets like CBBE Slim or CBBE Curvy, but any (3rd party) preset that does not use those exact values will have gaps. The way to fix it is to create Bodyslide sets for all hand and feet meshes in YA so the users can generate them with whatever preset they want and have them match the bodies/outfits. And yes, I know wrists and ankles only have the *one* slider each so you'd expect everyone to always stick to the "standard" values for those sliders, but as you can see that isn't actually what happens. I'll see if I can get some quick'n'dirty BS sets made for those meshes and post them here so you can add them to the main CBBE file.
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 (edited) 58 minutes ago, Bad Dog said: Ya, like I said above, I didn't think about the digi thing when I made the CBBE patch so they're all plantigrade. I suppose I have to make a CBBE+Digi patch for that. I don't know what citizens of tamriel is up to. If they create an esp with unique citizens you should be able to run the furry patcher after the patch they create, including it. Remember it's designed to run on your whole load order. If they're really creating the npcs at run time, they must have a mechanism for handling heads and I don't know why it doesn't work with YA in the mix. "The seam remains at the ankles, because if i let YA CBBA overwrite YA digiti's feet meshes, all feet become plantigrade"--yeah, no. We're either talking about seams or we're talking about digi/planti, choose one. If you're saying YA CBBE has seams at the ankles it's because you've chosen a CBBE body that uses vanilla ankles. (I think. Can't tell clearly from your screenshot.) What i meant by the last bit was that i cannot allow the CBBE YA patch to overwrite YA digiti's feet meshes because they become plantigrade, however if i don't the seems remain due to the digiti legs, which don't support cbbe it seems. Also, i'd like to run the furry script on my whole load order, but i can't for the very simple reason of it crashing from a mod, the issue is, i have over 200+ mods of which around 100+ has an esp so i'd have to go over a ton of mods to find the one causing the crash, hence i only used the script on the mods i was sure had or created npcs. But i guess, i'd have to go over them and find the one causing the problems don't i... oof. I'll try without the horse mod first. Edited July 17, 2022 by Dark_Messiah
Blaze69 Posted July 17, 2022 Posted July 17, 2022 2 minutes ago, Dark_Messiah said: What i meant by the last bit was that i cannot allow the CBBE YA patch to overwrite YA digiti's feet meshes because they become plantigrade, however if i don't the seems remain due to the digiti legs, which don't support cbbe it seems. That's because the Digi effect is achieved through NiOverride bone transforms (most commonly used for high heels), which are stored as extra data in the (UNP-based) nif, and which the CBBE-compatible nifs lack. But since I'm trying to make a quick BS set for the CBBE nifs as mentioned above, I'll see if I can make alt versions of the paws that do include the Digi bone transform data, and then the user can decide which version to generate in Bodyslide (standard aka planti or digi). 2 minutes ago, Dark_Messiah said: Also, i'd like to run the furry script on my whole load order, but i can't for the very simple reason of it crashing from a mod, the issue is, i have over 200+ mods of which around 100+ has an esp so i'd have to go over a ton of mods to find the one causing the crash, hence i only used the script on the mods i was sure had or created npcs. But i guess, i'd have to go over them and find the one causing the problems don't i... oof. As mentioned above, try disabling any Ungulates-related plugins (if you have them) before running the script, see if that fixes it. If it does, please do report back so we have confirmation on that being the issue, I'm still not 100% sure it was it even though it seemed to solve the crash on my end.
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 (edited) 13 minutes ago, Blaze69 said: That's because the Digi effect is achieved through NiOverride bone transforms (most commonly used for high heels), which are stored as extra data in the (UNP-based) nif, and which the CBBE-compatible nifs lack. But since I'm trying to make a quick BS set for the CBBE nifs as mentioned above, I'll see if I can make alt versions of the paws that do include the Digi bone transform data, and then the user can decide which version to generate in Bodyslide (standard aka planti or digi). As mentioned above, try disabling any Ungulates-related plugins (if you have them) before running the script, see if that fixes it. If it does, please do report back so we have confirmation on that being the issue, I'm still not 100% sure it was it even though it seemed to solve the crash on my end. Thank you! You saved me from hours of troubleshooting, it was that mod causing the crashes. Bad dog could you add this info to the furry script description on it's instructions page? Ungulates and related plugins/mods crash the script. Also yes please for bodyslide digiti legs. Edited July 17, 2022 by Dark_Messiah
Blaze69 Posted July 17, 2022 Posted July 17, 2022 43 minutes ago, Blaze69 said: I'll see if I can get some quick'n'dirty BS sets made for those meshes and post them here so you can add them to the main CBBE file. Alright, this should be it. 05 YA CBBE SE.15.0.0.0 - Bodyslide Files.7z @Bad Dog you'll want to update the CBBE patch with these files. Includes digi variants with "(Digitigrade)" in the name, simply choose those instead of the default (planti) ones when generating to get CBBE-compatible digi paws/talons. @Dark_Messiah try installing these BS set and generating them all with your chosen CBBE shape preset in Bodyslide. Make sure to go for the ones with "(Digitigrade)" in the name for the paws/talons, and see if that gets rid of the seams while still keeping the digi effect.
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 1 hour ago, Blaze69 said: Alright, this should be it. 05 YA CBBE SE.15.0.0.0 - Bodyslide Files.7z 468.9 kB · 0 downloads @Bad Dog you'll want to update the CBBE patch with these files. Includes digi variants with "(Digitigrade)" in the name, simply choose those instead of the default (planti) ones when generating to get CBBE-compatible digi paws/talons. @Dark_Messiah try installing these BS set and generating them all with your chosen CBBE shape preset in Bodyslide. Make sure to go for the ones with "(Digitigrade)" in the name for the paws/talons, and see if that gets rid of the seams while still keeping the digi effect. Yoink.
Bad Dog Posted July 17, 2022 Author Posted July 17, 2022 (edited) 3 hours ago, Blaze69 said: there's something there messing things up if Ungulates is loaded into xEdit No, I've been patching a load order including Ungluates with no problem. I'll check that the latest version is out there. & thanks for the bodyslide files. I'll upload those now. EDIT: Oops, except I haven't been including Ungulates when patching because they're their own freaking race. Checking the script now. EDIT again: So I ran it with Ungulates in the load order and it went fine. You guys sure you have the latest scripts? Edited July 17, 2022 by Bad Dog
Dark_Messiah Posted July 17, 2022 Posted July 17, 2022 1 hour ago, Blaze69 said: Alright, this should be it. 05 YA CBBE SE.15.0.0.0 - Bodyslide Files.7z 468.9 kB · 2 downloads @Bad Dog you'll want to update the CBBE patch with these files. Includes digi variants with "(Digitigrade)" in the name, simply choose those instead of the default (planti) ones when generating to get CBBE-compatible digi paws/talons. @Dark_Messiah try installing these BS set and generating them all with your chosen CBBE shape preset in Bodyslide. Make sure to go for the ones with "(Digitigrade)" in the name for the paws/talons, and see if that gets rid of the seams while still keeping the digi effect. The body slide files have been tested, they function perfectly, thanks.
lolic Posted July 17, 2022 Posted July 17, 2022 Hi @Bad Dog, I noticed a problem with male panther and male snow leopard race in YA SE version 15, in that you can't change the nose type or mouth shape in racemenu anymore. Females of those races don't have that issue. This problem was also present for me in version 13 of YA LE already, which I reported on the LE thread. Is this behavior intentional, or can you confirm that this is also happening on your end?
MonVert Posted July 18, 2022 Posted July 18, 2022 (edited) ...Seems most of the Male Forsworn NPCs have missing tintmaps. Seeing a lot of "Tint layer index not found in Reachman Race". Edited July 18, 2022 by MonVert
Bad Dog Posted July 19, 2022 Author Posted July 19, 2022 That forsworn problem is a more general problem, really. I'm gonna have to deal with it for Saints & Seducers too if I automatically assign them an existing race. The trouble is with changing an NPC's race because the tint mask indices don't match from one race to the other, and the tints themselves don't really make sense. So what I want to do is remove all skin tints that are not tattoos or warpaint. Those have furrified versions (mostly) so it's (mostly) okay to carry them over from the human to the furry NPC. The skin tint layers are fine, they're re-created by the furrifier. But the furrifier has to first distinguish the skin tint layers from the tattoo, paint, and dirt layers. And it has to do that by looking at the original version of the race, not the furry version because when it's stripping skin layers from the NPC it's stripping the original (human) layers. So then it's recreated the skin layers from scratch, and left the decoration layers intact. Problem now is the decoration layers might have different tint indices in the furry race so they can't just be carried over. This isn't a problem if you're not changing races, but if you are then the old race indices won't match the new. So I need to do something like get the tint file referred to by the original NPC tint layer, find that same tint file in the new race, and write that index instead of the original. This can be done all the time but really only matters if the race has changed. Which might mostly be fine except some of the races have special versions of the tint file to fit that exact head better. So I also need a translation table that says for each original tint file, here are the furry-race-specific versions of that file, so that when I look up the "same tint file" on the new race I'm really looking up the race-specific version of the file. Which, ugh. Hey, what about Saints are white and gold unicorns and Seducers are black unicorns? 2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now