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Bug - Breasts remain in original position during animations


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Posted

So I'm encountering this strange bug (as I said in the title) where animations mostly work fine, but the tips of breasts remain in the original position before the animation starts, meaning the breasts are extremely stretched out from wherever the character is to this original position, and I don't know what could cause it. Everything else works fine, and the problem only occurs during animations. At other times, everything acts as normal.

 

Here is a list of most of my adult mods and a few non-adult mods, I'd prefer not to list all my 200+ mods, and I think the problem is probably in here:

 

FNIS

FNIS Sexy Move

SoS and various of it's addons

Creature Framework

No Overpenetration

SL Tools

Cumshot

Inflation Framework

SL Animation Loader

ZAZ Animation Pack

Hentai Creatures

More Nasty Critters

Beastess

Eager NPC

Sexlife

Aroused

Hentai Pregnancy

Defeat

Succubus Heart

Troubles of Heroine

Follow Me for Sex

Aroused Sexy Idles

Fill Her Up

Remodeled Armor (https://www.nexusmods.com/skyrimspecialedition/mods/22168)

Solutions

Sexual Vampire Feed

SkyFem

CBPC - CBP Physics and Collisions

Improved Disabled Race Scaling

Racial Body Morphs (https://www.nexusmods.com/skyrimspecialedition/mods/20684)

BodySlide and Outfit Studio

CBBE

XPMSSE

EDIT: 3BBB (forgot to mention this one)

Generally pretty much everything that's often required for other mods (e.g. USSEP)

Compatibility patches for everything where LOOT tells me I need one (including checking compatability notes)

And as said a whole lot of other mods that improve pretty much every aspect of the game

 

I have no missing masters anywhere, nor are there any unresolved conflicting files.

 

Would really appreciate to hear if anyone has an idea what could cause this.

Posted
15 hours ago, myuhinny said:

Sounds like a skeleton issue. Reinstal SOS then XPMSSE.

I already tried reinstalling XPMSSE, does SoS influence the skeleton as well? The schlongs were working just fine...

 

But anyway, I'll try later today and see if it works.

 

EDIT: Just noticed SoS has 3 conflicting files with XPMSSE, which Vortex for some reason did not give me a message for, and Vortex suggests loading SoS before XPMSSE, but that seems illogical to me. Wouldn't it be better to load SoS after XPMSSE?

Posted
3 hours ago, Leyrann said:

I already tried reinstalling XPMSSE, does SoS influence the skeleton as well? The schlongs were working just fine...

 

But anyway, I'll try later today and see if it works.

 

EDIT: Just noticed SoS has 3 conflicting files with XPMSSE, which Vortex for some reason did not give me a message for, and Vortex suggests loading SoS before XPMSSE, but that seems illogical to me. Wouldn't it be better to load SoS after XPMSSE?

Update: Reinstalled both, tried putting SoS first and tried putting XPMSSE first, nothing fixed it.

 

One mod I forgot to mention that I figure might impact it: I also have 3BBB running.

Posted

Don't install the skeleton from SOS, at all. The one from XPMSSE is better and will overwrite the one from SOS anyways, unless Vortex is stupid and let SOS load its skeleton after XPMSSE (and I'm not talking about loadorder here, the skeleton is a loose file so whatever mod provides it and is loaded last will have priority).

 

I don't think 3BBB has anything to do with skeleton files, just make sure you generate the proper body meshes in bodyslide.

Posted

Install SOS first then install XPMSSE and let XPMSSE overwrite the skeleton in SOS as SOS's skeleton is older and XPMSSE's is newer. Never used 3BBB so have no clue on that.

  • 5 months later...
Posted

Seems this is the same problem i have but the thing is its not connected to sos or xpmse but one of sexlab mods

Did you fixed your issue if what worked?


Update: Literally found the solution for my issue after I left this comment (it was jop, joy of perspective that caused problems)

Posted
On 6/29/2020 at 5:19 PM, HawkerTheAce said:

Seems this is the same problem i have but the thing is its not connected to sos or xpmse but one of sexlab mods

Did you fixed your issue if what worked?


Update: Literally found the solution for my issue after I left this comment (it was jop, joy of perspective that caused problems)

I have the same problem and it seems a few others but I don't have JOP installed so I guess i'll see about that SOS/XMPSE thing.

  • 2 years later...
Posted

First thing to do with a custom race would be to view it in xEdit and check whether it uses a custom skeleton and/or body mesh. If it does, I'd try to move it over to using XP32 and some standard physics-enabled body such as BHUNP or 3BA.

Posted (edited)

I also use CBBE-3BBB (the old, original version). In my experience, the primary cause of these 'nipples glued to the air' (and two angry tethered bats trying to escape with the breasts to which they're attached, caved-in breasts, hair that gets stuck to the air, etc) issues is vectored via HDT/SMP. So make sure nothing's compromising the HDT-SMP or FSMP driver (depending on which you're using). 

 

In most cases, a fix for these glitches is done either by

  • de-euipping and then reequipping a wearable causing issues
  • or swapping from SMP to CBP and back using the hotkey
  • or firing a console SMP reset.

 

This is my Vortex load order rules for the XMPSSE skeleton. Note that there are three overrides: ASOS, BAKA Factory, and MNC.

Spoiler

1760915969_skeletonloadrules.jpg.66deec601769ee311516614f8d74aa6b.jpg

This is the list of files overwritten by ASOS.

Spoiler

571584359_skeletonASOSoverides..jpg.b3df86500ff39bf70893efb7803186e6.jpg

This is the list of files overwritten by Baka

Spoiler

2034993679_skeletonBAKAoverides.jpg.3a7c0cc0a893ddbd5361acdf0c67c31a.jpg

You can check for yourself re: MNC, (the one I didn't spell out) t, but I'll tell you up front, you won't find the human female or male skeletons listed, any more than they were listed in either oft he two I snapshotted.

 

SOS is not one of them. Since Vortex specifically recommends that SOS be overwritten by the skeleton

1214993978_SOS-Skeletonloadrule.jpg.db8399011df8648ab530e648ed1b28c2.jpg

Edited by anjenthedog
Posted (edited)
1 hour ago, traison said:

First thing to do with a custom race would be to view it in xEdit and check whether it uses a custom skeleton and/or body mesh. If it does, I'd try to move it over to using XP32 and some standard physics-enabled body such as BHUNP or 3BA.

I agree that it's worthwhile to check and make sure that references are being correctly spec'd, but FTR, 3BBB is a "standard body", it's just superseded by a newer version.  And while the newer versions definitely provide a richer model for tweaking in Bodyslide (more sliders) , they're not really all that different, just augmented..  Like they are augmented versions of CBBE. Same goes for original BHUNP vs BHUNP v2 or v3.

 

Having said that, unless the OP is fully invested in 3BBB, it would be advisable to update. But the move from 3BBB to 3BA is not trivial, as I recall. (in fact, it's why I didn't update. I'd put way too much work into my 3BBB models to want to start from scratch)

Edited by anjenthedog
Posted (edited)
15 minutes ago, anjenthedog said:

3BBB is a "standard body"

 

Yes, often confused with 3BAv1, however the reason why I said that was that if "selachii" is one of those weird shark headed things (or some equally heavily modified race) then I'd give no guarantees that they kept the body original. Anything could have been done to the weight-painting and bones to facilitate oh I dunno fins, tentacles and extra tits.

 

Edit: Yes I realize that me suggesting to potentially replace the skeleton and/or body with a human (standard) body defeats the purpose of walking around skyrim looking like a fish but then again if your fish body does not support the standard physics model then what options do you have? "Do it yourself."

Edited by traison
Posted

Fair enough. I'm coming from the particular of creating and using custom human (nord/elf/orc/redguard/breton...) models, not custom races. That's a whole different mess I don't even want to touch.

 

However, I suppose using the stock XMPSSE skeleton, plus some tweaking in racemenu's Body Scales section could perhaps fix that ... idk. But anyone playing with such a character has to know that any changes from the baseline skeletal structure screws with SL related stuff, due to scaling and a lack of what I might call adaptive positioning. Animations are based on a fixed model

 

-  ex: short NPC & tall NPC kissing. "Adaptive positioning" is an imaginary addition/library/engine that would calculate angles of adjustment to their heads )(or for that matter others skeleton nodes) to accommodate the height difference, during the prep steps for an animation, and presumably, somehow even interact with the animation to alter it. Likely a very unrealistic expectation due to associated setup lag, and maybe not even a code-practical idea, but at least for illustrative purposes here. When you're barely 5ft tall, like my primary female player, kissing means 'romantically and passionately sticking her face into someone's chest' or locking lips while floating a foot in the air ;)

Posted (edited)
On 1/18/2020 at 4:45 PM, Leyrann said:

Everything else works fine, and the problem only occurs during animations. At other times, everything acts as normal.

 

I see these artifacts from time to time with my 3BBB player, but not limited to during animations. Why *only during animations? Is this after a Defeat via knockout maybe? Where SMP could become glitched from some particularly powerful draugur shout or similar? That I *have experienced quite a few times. It's not the only reason though, but it does rank up there for when it happens

 

 (edit:  note that at least ime, FSMP is far better than HDT-SMP wrt SMP hiccups&glitches, but it does still happen on "hard hits" from time to time)

 

So if the eviolution is

  1. player is fine.
  2. player gets into fight.
  3. player is shit kicked into submission in a Defeat (mod) situation.
  4. player's SMP gets funny/broken in subsequent animation sequence.

It might not be the animation, but what led to the animation in steps 2 and 3

 

Edited by anjenthedog

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