movomo Posted January 7, 2013 Posted January 7, 2013 I tried replacing body meshes in /characters/_male with the ones from your Setbody mod' date=' but I get FPS drop anyway. When I try to use Autosetbody, my framerate in cities drops from 30 to 13. Here's my load order anyway. Any clue what mods might be causing the issue? 1SB_LethalMajestyOutfit.esp 1SB_SisterNightfallOutfit.esp 77_Umpa_Animation.esp ActorsInEmotions.esp actors_in_charge.esp Adventurer Set.esp Apachii_Goddess_Store.esp Apachii_Wigs_MaleFemale.esp AQ_Adventurer.esp AQ_Elegance.esp AQ_HeartOfDarkness.esp AQ_LeatherOutfit.esp AQ_Masquerade.esp AQ_NightShiner.esp AQ_QueensDress.esp AQ_Rogue.esp AQ_SoftTouch.esp Bad Lady.esp Blood Elves.esp Blood Mage.esp bondage_sex.esp CB Elegant Dress.esp Chain it!.esp CM Partner Destara.esp CM Partners Extra NPCs.esp CM Partners Marker NPCs.esp CM Partners More NPCs.esp CM Partners NPC.esp CM Partners Special NPCs.esp CM Partners.esm CM Partners.esp CM Pym.esp CM_Sharlotta_besom.esp Colourwheels Sexy Panty Shop HGEC.esp CTAddPose SPB 02.esp CTAddPose_ bondage_sex.esp CTAddPose_2ch_Hentai.esp CTAddPose_42ReP_Ice.esp CTAddPose_Bkasou.esp CTAddPose_bondage_sex-2.esp CTAddPose_Chawan.esp CTAddPose_Dsk_erori_Pose.esp CTAddPose_Gaff_01.esp CTAddPose_Gaff_02.esp CTAddPose_Gaz.esp CTAddPose_glock3.esp CTAddPose_gobu.esp CTAddPose_Halo.esp CTAddPose_Merged.esp CTAddPose_Mfeth.esp CTAddPose_Ordinary.esp CTAddPose_osr1.esp CTAddPose_osr2.esp CTAddPose_osr3.esp CTAddPose_OTPair.esp CTAddPose_OTpair2.esp CTAddPose_Pinups.esp CTAddPose_Pinups_2.esp CTAddPose_Pinups_3.esp CTAddPose_SPB_01.esp CTAddPose_v_1.esp DACompilation_GO_SI.esp Dark Sorceress.esp DarkSaintHGEC.esp DAWerewolf.esp Demon Hunter.esp DLCHorseArmor.esp DLCShiveringIsles Vwalk DG_DS.esp DLCShiveringIsles Vwalk.esp DLCShiveringIsles.esp Dollparts' Wild Flower Corsets of Cyrodiil.esp Dollparts_RoseCorsets - Dark & Light.esp EFGAddPose.esp EVE_KhajiitFix.esp EVE_KnightsoftheNine.esp EVE_ShiveringIslesEasterEggs.esp EVE_StockEquipmentReplacer.esp Goma Pose 1.esp Goma Pose 10.esp Goma Pose 11.esp Goma Pose 12.esp Goma Pose 13.esp Goma Pose 14.esp Goma Pose 15.esp Goma Pose 16.esp Goma Pose 17.esp Goma Pose 2.esp Goma Pose 3.esp Goma Pose 4.esp Goma Pose 5.esp Goma Pose 6.esp Goma Pose 7.esp Goma Pose 8.esp Goma Pose 9.esp HGEC Latex Ninja Armor V1.1.esp HGEC SB Clothing.esp HGEC_SBVelvetRose.esp Knights Vwalk.esp Knights.esp KT_CustomRaceFix.esp L'Wigs.esp Lady Anna.esp Lady Apella.esp Lady Dark.esp Lady Dress.esp Lady Elegance.esp Lady Flirt.esp Lady INDI.esp Lady Rogue.esp Lady Santry.esp Lady Secrets.esp Lady Sexy.esp Lady Skanda.esp Lady Style.esp Lady Thief.esp Lady Underwear.esp Lady Vamp.esp Lady Victorias Secret.esp Lady Witch.esp Lovers with PK Extender.esp Lovers with PK.esm Lovers with PK.esp LoversAdultPlayPlusforSSP.esp LoversAdultPlayPlusforSSP_HookerPatch.esp LoversAnimObjectsPriority.esp LoversBed.esp LoversBedNonStop.esp LoversBitch 12Kennels.esp LoversBitch test2Door.esp LoversBitch.esp LoversCreature.esm LoversCreature.esp LoversCreatureExtender.esp LoversCreature_SexualOrgans.esp LoversEscapeRapeVPlayer.esp LoversFSE.esp LoversHooker.esp LoversIdleAnimsPriority.esp LoversJoburg.esp LoversMB2.esp LoversMotionsNT.esp LoversPayBandit.esp LoversRaperS.esp LoversRapeSlave.esp LoversStopCombatEx.esp LoversTachiCat2.esp LoversTrueCrimeEx.esp LoversVoiceSSPplus.esp MaleBodyReplacerV5.esp MODArnTemplar.esp MODForestElfRangerOutfit_RS.esp MODRoadRogue.esp NaRae Pose - 01.esp NaRae Pose - 02.esp NN_ArwenBloodRedDress.esp NN_ArwenBurgundyDress.esp NN_ArwenDreamGown.esp NN_DarkLady.esp No persistant enchantment glow fix.esp Nona.esp Oblivion Vwalk.esp Oblivion.esm OblivionMsg.esp PlayerSlaveEncounters_v0.56.esp R18PN - Bs Bondage.esp R18PN - Lingeries.esp ROADCourtesan.esp Ryk_Angelika.esp Ryk_Swimwear.esp Santa Babe.esp SD2011.esp SetBody.esp Sexy Elves.esp Shaq Test Race.esp shinyEmotions.esp StandingJOJO.esp Succuba Armor.esp Succubus.esp tda_Armoury.esp The Uguu Poser.esp tkRapiers.esp TribalPrincess.esp Triss Armor Retextured.esp Underworld Armor.esp Valus Valorium.esp Vampire Race Reloaded.esp Vanilla_Race_Overhaul.esp Ves Armor plus Recolours.esp VipCxjHHTest.esp VipCxj_HairEyeSet.esp VipCxj_HighHeels.esp VoidArmour.esp Woman's Move - Animation Replacer.esp ZAZHorseRidesYou.esp ZAZStocks.esp ZKEC Lingerie.esp ZKEC.esp ZKECSummerShoes.esp [/quote'] You see any console error message? I had the same FPS drop problem with this mod before It could help. And I believe it was because of my bad ini edit or some save bloat
7th Sinner Posted January 7, 2013 Posted January 7, 2013 You see any console error message? I had the same FPS drop problem with this mod before It could help. And I believe it was because of my bad ini edit or some save bloat That's what I get in console at the startup: [set Body][iNFO] 893 bodies are loaded [set Body][iNFO] (F)63menu 63items/(M)6 menu 6items are loaded [set Body][iNFO] Reloaded V.1.1 Initialized (RefID:270225E3) After I change the body to Kaihen B (for example)' date=' I get this in console: [set Body'][iNFO] RESET Mary(00000014) [set Body][iNFO] SET HGECBM|HGECBUKAIHENB Mary BombshellFootHGEC BombshellHandHGEC BombshellUpperBodyHGECBaseKaihenB BombshellLowerBodyHGECBaseM Creating clean save didn't help. Ini file hasn't been edited.
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 You see any console error message? I had the same FPS drop problem with this mod before It could help. And I believe it was because of my bad ini edit or some save bloat That's what I get in console at the startup: [set Body][iNFO] 893 bodies are loaded [set Body][iNFO] (F)63menu 63items/(M)6 menu 6items are loaded [set Body][iNFO] Reloaded V.1.1 Initialized (RefID:270225E3) After I change the body to Kaihen B (for example)' date=' I get this in console: [set Body'][iNFO] RESET Mary(00000014) [set Body][iNFO] SET HGECBM|HGECBUKAIHENB Mary BombshellFootHGEC BombshellHandHGEC BombshellUpperBodyHGECBaseKaihenB BombshellLowerBodyHGECBaseM Creating clean save didn't help. Ini file hasn't been edited. Those are just standard status reports. You'll get a body set message every time you set a body. Fortunately, they're nothing to worry about. Looking over your mod list, you appear to be running a very large number of mods that attach gamemode scripts to tokens and/or items. If I were to guess, I'd bet that you are generally running very near the Oblivion soft cap for the number of simultaneous scripts that can process on any given frame. It's possible that the Setbody resource load is simply pushing you over your soft limit. A few mods may be worse violators than others. Pose mods and, in particular, the VIP high heels system are known for attaching high processing gamemode scripts to a very large number of items. There's a performance patch floating around the net for the VIP high heels esp, for example. Definitely try that. Other than that, I don't really know that much about many of the mods that you're running. Basically, anything that you can do to reduce the number of scripted items running simultaneous gamemode scripts would probably help you at this point. But the legacy setbody framework, which this mod uses for compatibility reasons, has a fairly low system/resource load. I'm not sure what to tell you, other than to recommend testing it with a minimal mod load to see if you still experience the performance hit. Autosetbody, as I have mentioned, does carry a performance hit (one that I will be eliminating once I rebuild it to follow the approach I developed for Break Armor).
7th Sinner Posted January 7, 2013 Posted January 7, 2013 Thanks for the help. Minimal mod load helped to solve the performance issue. Guess I'll have to go through my mods and disable some of those you mentioned. Thanks again
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 Thanks for the help. Minimal mod load helped to solve the performance issue. Guess I'll have to go through my mods and disable some of those you mentioned. Thanks again No problem at all. Sorry I couldn't be more helpful.
Fiddlesticks Posted January 16, 2013 Posted January 16, 2013 I'm getting this error message constantly in the console and in obse.log: Error in script 4903cdb3 An expression failed to evaluate to a valid result File: SetBody.esp Offset: 0x0066 Command: Let Error in script 4903cdb3 Invalid array access - the array was not initialized. File: SetBody.esp Offset: 0x0081 Command: Call Earlier in this thread it was suggested that this was an issue with the .ini file, but replacing both the .ini and the .esp files with the originals didn't get rid of the error. Is there somewhere else I should go looking?
gerra6 Posted January 16, 2013 Author Posted January 16, 2013 I'm getting this error message constantly in the console and in obse.log: Error in script 4903cdb3 An expression failed to evaluate to a valid result File: SetBody.esp Offset: 0x0066 Command: Let Error in script 4903cdb3 Invalid array access - the array was not initialized. File: SetBody.esp Offset: 0x0081 Command: Call Earlier in this thread it was suggested that this was an issue with the .ini file' date=' but replacing both the .ini and the .esp files with the originals didn't get rid of the error. Is there somewhere else I should go looking? [/quote'] It really depends. What are the circumstances of that error? Do you get it when you cast the setbody spell, or do you get it only when Autosetbody is active? Are there situations where setbody works and others where it doesn't? These are the lines from BombshellBodyUpdate that the error is pointing to: set n to r.GetItemCount BombshellBodyToken 0x0066: let aBody := BombshellQuest.qBodies[ n ] 0x0081: call BombshellBodyPartsEquip r aBody[1] aBody[2] aBody[3] aBody[4] n is the count of a specific item that should be in the inventory of any NPC whose body has been set by setbody. This count *should* exactly match an array key entry that corresponds to a particular body (either full body or upper body, depending on the array key). So, erroring out here is bad. Very bad. There are three things that I can think of: 1. Wrong OBSE version. Setbody Reloaded requires OBSE 1.20 or higher 2. Bad ini file for Autosetbody. Test this by casting the setbody spell on either yourself or an NPC. If it works when you cast it, but fails when autosetbody does, the ini file is the likely culprit. 3. Conflict with another mod. Please post your load order so that we can take a look. In the meantime, see if Setbody and Autosetbody work on a clean save with a minimal mod load.
Satyrist Posted January 21, 2013 Posted January 21, 2013 After a bit of playing around, I've got a .ini that specifies the bodies for a few of the vanilla NPCs, just drop the ASB_Oblivion.esm.ini file from the attached archive into /Data/Ini/ I've included vague comments listing which body I assigned to each NPC Hopefully, if nothing else, it should act as an example ASB_Oblivion_esm.7z
gerra6 Posted January 22, 2013 Author Posted January 22, 2013 After a bit of playing around' date=' I've got a .ini that specifies the bodies for a few of the vanilla NPCs, just drop the ASB_Oblivion.esm.ini file from the attached archive into /Data/Ini/ I've included vague comments listing which body I assigned to each NPC Hopefully, if nothing else, it should act as an example [/quote'] Nice work. Setting up Autosetbody for individual PC's is a bit ugly at the moment. I'll see if I can come up with something better if I ever get around to rebuilding the back-end.
movomo Posted January 28, 2013 Posted January 28, 2013 Is there a way to know what body is currently set for the specified actor? Any token or anything? If not, will some brutal way be possible? Like comparing clothing's string name value with every single body type? === edit And as for TamagoSetbody, I think I might use either OnActorEquip handler or GetNextRef(or GetHighActor) loop. Which one do you prefer?
gerra6 Posted January 28, 2013 Author Posted January 28, 2013 Is there a way to know what body is currently set for the specified actor? Any token or anything? If not' date=' will some brutal way be possible? Like comparing clothing's string name value with every single body type?[/quote'] Sort of. The first thing to note is that Setbody Reloaded uses a modified legacy setbody framework. I rebuilt chunks of the back-end, but left the majority of the legacy code in place, including legacy responses to external calls. Setbody Reloaded uses a token based system to keep track of which body styles are assigned to which NPC. The body assignment in Reloaded is considerably more complicated that it was in earlier versions of Setbody, so the token system is correspondingly more complex. Here's how it works. There is a master array (BombshellQuest.qBodies) with about 1000 entries that includes every assignable body part. Each array entry can assign between one and four different body parts The basic array structure is this: Number Key, String Key, Foot, Hand, Upper Body, Lower Body So a given entry might look like this (Assigns Four Body Parts): ar_Append BombshellQuest.qBodies ar_List "AGHGECABBB",BombshellAGHGECFoot,BombshellAGHGECHand,BombshellAGHGECUpperBodyA,BombshellAGHGECLowerBodyABBB Or like this (Assigns Foot and Lower Body): ar_Append BombshellQuest.qBodies ar_List "DMRAB",BombshellDMRAFootBase,r,r,BombshellDMRALowerBodyBase The ar_Append is just an OBSE function telling it to append this to the end of the existing array. This sets the numeric key of that entry to the length of the array - 1. So, how do you use any of this? Well, I mentioned that each NPC will have between one and four tokens assigned to them. First, use BombshellBodyIsSet to determine whether or not a body has been set for that NPC. Then do an inventory check for the body tokens. The legacy Setbody function BombshellBodyGet will only return a single token (I left it this way to preserve backwards compatibility). Your best bet is just to use getformfromID for each token and check the NPC's inventory directly. Next, Setbody needs to have a function that you can call that will take a numeric key and return an array string key. I *think* I'll need to create a custom function to handle this. I don't think that there is any way for an external mod to convert the array key to the string key at present. It will be easy enough to code, of course, but it would mean that folks would have to upgrade to Setbody Reloaded 1.25 (or whatever version number the release gets) in order to use it with your TamagoSetbody And as for TamagoSetbody' date=' I think I might use either OnActorEquip handler or GetNextRef(or GetHighActor) loop. Which one do you prefer?[/quote'] Funny you should ask that. Neither, really...both. Coding for Oblivion is a bit of a pain, to tell you the truth. GetNextRef is great for cycling through NPCs (note, it skips the player), but you have to go through an entire cycle on any frame that it is run. Otherwise you get crashes (Remember the Break Armor 1.08 era crashes). At the same time, you don't want to hammer the game by cycling through every NPC every frame...that's just wasteful and lag-inducing. The solution I recommend is to periodically build a local NPC array using GetNextRef. Then limit yourself to working with a single NPC on any given frame. Now, what should you be checking? Well, for TamagoClub, probably just checking pregnancy tokens. Now, depending on how TamagoClub works, there may be some more efficient way to do this that doesn't entail scanning local NPC's...it's worth looking into. Now...what should you do when you find an actor with a pregnancy token? That's where the OnActorEquip handler comes in. However, OnActorEquip are absolutely horrible...a single equip event will cause the handler to fire several times. So what's the solution? Use the event handler to set a flag that causes your gamemode script to perform an action on the next frame. Let me know if any of that makes sense. There are examples of how to do it in both Break Armor and Setbody Reloaded. I recommend against using the Autosetbody approach...it is very inefficient and needs to be redone.
movomo Posted January 29, 2013 Posted January 29, 2013 Thank you, that helps. - Probably I should keep "body remember" feature for later, if it is not possible or inefficient at the moment. Well, even if TamagoSetbody uses Setbody next version to be completely functional, it should be ok without it. - Working with a single NPC on any given frame This should be np as long as your BreakArmor code is understandable enough for me. As to pregnancy token.. honestly I haven't looked into it yet. Legacy TamagoSetbody just fires the body change once when every OnWombStateChange custom event, That's why I'm issuing new cycle quest script that could cause horrible downside. To be honest I'm not even sure if I can do this or not This kind of thing is something I've never tried. Well..I'm a natural hack and slasher so let's see what I can do. I can ask you question after all.
movomo Posted January 31, 2013 Posted January 31, 2013 I have no idea why these two simple codes don't work correctly. Let rEquipped := Me.GetEquipmentSlotMask 4 DebugPrint "TamagoSetbody: %n(%i) is currently equipped with %n(%i) [upper]" Me Me rEquipped rEquipped This is supposed to print target actor's current equipped upperbody item's name. But no, np with Me Me but the second %n(%i) is displayed as just (00000000). Furthermore, it looks like somtimes oblivion ignores some random line. like, if hasArmorSkill ; Equip upper and lower armors Call a3tsbEquipRandomArmorFunc Me n ext a3tsb.aArmorUpper "TamagoSetArmorUpper" Call a3tsbEquipRandomArmorFunc Me n ext a3tsb.aArmorLower "TamagoSetArmorLower" Call a3tsbRemoveArmorFunc Me ext "TamagoSetArmorFull" endif The first call runs, but second equip call does not run. I don't know why, bug no debug message seen. I'm annoyed.. do I have to find a 'workaround' for this simple thing? =================================== EDIT oh well, please nevermind. I don't know what's wrong with me these days.. I still don't know why the debugprint wasn't displayed correctly, but at least know why oblivion ignored my functions. the cause was repeated && && in some if block inside of function. Strange that OBSE compiler detected nothing, but looks like today's wheel of lesson indicates me to be careful when using Ctrl+V. So it works well overall..am I happy? probably.
DeltaD36 Posted January 31, 2013 Posted January 31, 2013 This mod is Awesome! I appreciate the upload. ^^ Now I can have my Moonshadow companions body match that of her armor.
DeltaD36 Posted January 31, 2013 Posted January 31, 2013 I figured out something good, though I think most people already know it. ^^ But you can use the Combination of GlossMax and 'Everything' programs to gloss all the bodies from this Mod. Use this Directory: "C:\Program Files (x86)\Steam\steamapps\common\oblivion\data\Meshes\characters\bombshell\" nif
gerra6 Posted February 1, 2013 Author Posted February 1, 2013 I have no idea why these two simple codes don't work correctly. You have no idea how many times I've uttered those same words while working on Oblivion mods. Scripting for Oblivion can be unpredictable' date=' buggy, and weird. Test everything...never assume that any function is working the way it should. Fill your scripts with print, debug, and/or printc commands so that you can potentially track every operation performed on every variable (and increase the console buffer in the oblivion ini file). oh well, please nevermind. I don't know what's wrong with me these days.. I still don't know why the debugprint wasn't displayed correctly, but at least know why oblivion ignored my functions. the cause was repeated && && in some if block inside of function. Strange that OBSE compiler detected nothing, but looks like today's wheel of lesson indicates me to be careful when using Ctrl+V. So it works well overall..am I happy? probably. Yeah, the compiler lets lots of things slide. What's worse, there are plenty of functions that require a particular syntax (frequently undocumented and random, like an OBSE function that must be called with set instead of let), but will *pretend* to work properly when called the wrong way.
gerra6 Posted February 1, 2013 Author Posted February 1, 2013 This mod is Awesome! I appreciate the upload. ^^ Now I can have my Moonshadow companions body match that of her armor. Glad to hear it.
movomo Posted February 2, 2013 Posted February 2, 2013 (frequently undocumented and random' date=' like an OBSE function that must be called with set instead of let) [/quote'] YOU ARE A LIFE SAVER! So using let on GetEquipmentSlotMask wasn't a good idea. Anyways, have a question about OnActorEquip handler. You told me to use it smartly, then via my weird logic, I assume it to use OnActorEquip as the input of the Action Queue. If something fires the OnActorEquip then I could put the actor into the action queue. Any other/detailed thoughts? If I do, I don't need to cycle thru npcs? + Just a thought, I think TamagoSetbody could become a sort of female-only small autosetbody. namely Tamago AutoSetbody. It may or may not be more efficient than current cycling system, I don't know.
gerra6 Posted February 2, 2013 Author Posted February 2, 2013 YOU ARE A LIFE SAVER! So using let on GetEquipmentSlotMask wasn't a good idea. Yeah...The general rule (as near as I have been able to determine) is that Oblivion CS functions should be called with set' date=' and OBSE functions should be called with Let...and then you get crap that just doesn't work until you call it the *wrong* way. Anyways, have a question about OnActorEquip handler. You told me to use it smartly, then via my weird logic, I assume it to use OnActorEquip as the input of the Action Queue. If something fires the OnActorEquip then I could put the actor into the action queue. Any other/detailed thoughts? If I do, I don't need to cycle thru npcs? I don't use event handlers in Break Armor, but I do use an action queue. The basic idea behind an action queue is for a trigger that occurs during the current frame to cause the script to perform an action on the next frame (or a sequence of actions that will be performed over several frames). On the other hand, Setbody uses event handlers to trigger the nude body mesh swaps. I don't remember the details offhand (and the code is sparsely documented), but I believe that setbody does something vaguely similar to what I came up with for Break Armor. In Setbody, there's a minimal gamemode quest script that runs every frame and does nothing other than check a couple of flags. 99% of the time, it checks a couple of variables and returns, done for that frame. Occasionally, one of the variables will pass it's check, and that will cause the main setbody function to call other functions that do things like force the equip of a nude body mesh (which is actually just a clothing mesh) or remove a nude body mesh from an actor's inventory. One of the ways that those flags are set is via an on unequip event handler. The thing to watch out for, though, is that equip and unequip event handlers tend to fire far too many times per event. Test it out and see for yourself. Just add some print command to an unequip event handler to test it out. So you'll need to have some sort of logic that prevents a given event from adding more than one flag to your action queue (or however you set it up)
Satyrist Posted February 2, 2013 Posted February 2, 2013 Some more AutoSetBody .ini files: ASB_DLCShiveringIsles_esp.ini for Shivering Isles - sets bodies for Sheogorath and Horvick Bear Arm ASB_LoversProstitute_esp.ini for Lovers Prostitute - sets bodies for all NPCs in this mod ASB_LoversStupidNPC_esp.ini for lovers Stupid NPC - sets bodies for the Sex Cult Master and Molly ASB_Oblivion_esm.ini updated version there is also my own version of AutoSetBody.ini - it makes some of the more extreme body shapes rare, prevents men from having permanent erections by default, and adds custom selections for Argonian females, elves (both sexes), Golden Saints (both sexes) and Dark Seducers (both sexes). AutoSetBodyIni.7z
gerra6 Posted February 2, 2013 Author Posted February 2, 2013 Nice work. I can see I'll have to be extra careful not to break backwards compatibility when I rebuild the autosetbody back end.
Satyrist Posted February 2, 2013 Posted February 2, 2013 Nice work. I can see I'll have to be extra careful not to break backwards compatibility when I rebuild the autosetbody back end. I wouldn't worry about it, I'm happy to re-build the .ini files if necessary
Fiddlesticks Posted February 3, 2013 Posted February 3, 2013 It really depends. What are the circumstances of that error? Do you get it when you cast the setbody spell, or do you get it only when Autosetbody is active? Are there situations where setbody works and others where it doesn't? Setbody and Autosetbody work perfectly in every respect. But the errors show up the moment the game loads in. These are the lines from BombshellBodyUpdate that the error is pointing to: set n to r.GetItemCount BombshellBodyToken 0x0066: let aBody := BombshellQuest.qBodies[ n ] 0x0081: call BombshellBodyPartsEquip r aBody[1] aBody[2] aBody[3] aBody[4] n is the count of a specific item that should be in the inventory of any NPC whose body has been set by setbody. Hmmm... is it possible that I might've "disabled" an NPC that had received that setbody by Autosetbody? That might not be fixable... And would require cleaning the save, which isn't a terrible thing. On a possibly related note, Growlf's Body Resizing Mod doesn't actually change anything on the NPCs or the Player. The menus work and such, but after choosing an option from GBRM's menu there's no visible change to the NPC. Maybe that might tell you something...? Anyway, here's my Mod list. Does anything stick out to you? 00 Oblivion.esm 01 Beautiful People 2ch-Ed.esm 02 x117race.esm 03 Lovers with PK.esm 04 TamagoClub.esm 05 HiyokoClub.esm 06 LoversCreature.esm 07 CM Partners.esm 08 Chanpon.esm 09 Moonshadow Elves - NoSc.esm 0A Child Races Revamped.esm 0B Children of Cyrodiil.esm 0C MenuSysFramework.esm 0D House in Rooms.esm 0E TantrivayliaChimer.esm 0F YakumoIsle.esp 10 TamagoPlayerHUD.esp 11 TamagoNews.esp 12 TamagoShop.esp 13 TamagoTopic.esp 14 TamagoConfide.esp 15 LoversTamagoClub.esp 16 LoversEncounter.esp 17 HiyokoGenetics.esp 18 HiyokoGenerator.esp 19 TamagoSetBody.esp 1A DLCShiveringIsles.esp 1B Unofficial Oblivion Patch.esp [Version 3.2.0] 1C Unofficial Shivering Isles Patch.esp [Version 1.4.0] 1D Oblivion Citadel Door Fix.esp 1E VipCxj_HighHeels.esp 1F VipCxjHHTest.esp 20 ShadderHeelsSeasonOne.esp 21 ChaseCameraMod.esp 22 FOV Modifier.esp 23 EVE_StockEquipmentReplacer.esp 24 Slof's Boners! v5.esp 25 All+5AttributeModifiers.esp 26 [GFX]_Initial_Glow-all.esp 27 HUD Status Bars.esp [Version 5.3.2] 28 FutaPriory.esp 29 GazLodge.esp 2A Lops_hidden_village.esp 2B ToaruMajutsunoOblivion.esp 2C EVE_ShiveringIslesEasterEggs.esp 2D LoversSoundCreature.esp [Version 0.1.0] 2E LoversFSE.esp 2F LoversAdultPlayPlusforSSP.esp 30 LoversVoiceSSPplus.esp 31 LoversRaperS.esp 32 LoversJoburg.esp 33 LoversPower.esp 34 LoversContraception.esp 35 LoversBed.esp 36 LoversBackup2.esp 37 LoversStopCombatEx.esp 38 LoversSpermSplashEx.esp 39 LoversRapeSlave.esp 3A LoversMagic.esp 3B LoversEscapeRapeVPlayer.esp 3C LoversSlaveTrader.esp 3D LSTBravilUnderground.esp 3E FS01.esp 3F LoversSoundVolumeDown.esp ----> Delinquent MASTER: Lovers with PK.esp 40 LoversStupidNpc.esp 41 LoversImmoralSisters.esp 42 Lovers with PK.esp [Version 96] 43 LoversMB2.esp 44 Lovers with PK Extender.esp [Version 2.4.3] 45 HiyokoQuestTarget.esp 46 xeosp++.esp 47 LoversBitch.esp 48 LoversCreature.esp 49 CM Partners.esp 4A SetBody.esp 4B AutoSetBody.esp 4C Synx.esp 4D DiabloEF 6 in 1.esp 4E Beautiful People 2ch-Ed Disable BandBlindMask.esp 4F Beautiful People 2ch-Ed Sheogorath Eye.esp 50 Beautiful People 2ch-Ed Vanilla Race.esp 51 Beautiful People 2ch-Ed Merged Hair Modules.esp 52 Beautiful People 2ch-Ed Merged Eye Modules.esp 53 Beautiful People 2ch-Ed Merged SKSRENs Hair Modules.esp 54 Beautiful People 2ch-Ed Merged RoseSims Hair Modules.esp 55 x117 Merged SKSRENs Hair Modules.esp 56 Beautiful People 2ch-Ed CustomRace.esp 57 Beautiful People 2ch-Ed Chocolate Elves.esp 58 AsharasSirensAndTritons.esp 59 Beautiful People 2ch-Ed Ashara's Sirens and Tritons.esp 5A Beautiful People 2ch-Ed Cute Elves.esp 5B Beautiful People 2ch-Ed Nec Mystic High Elf Remake.esp 5C Beautiful People 2ch-Ed MS Elves - NoSc.esp 5D x117race.esp 5E Lop-ears Elf.esp 5F From2ch Lives.esp 60 F2L_FaceChange.esp 61 Ta22's 01Army.esp 62 117NPCs.esp 63 From2ch Lives Boss.esp 64 F2LAddon_MSElves.esp 65 Q - Carrying Capacity x5 v1.0.esp 66 Improved Child Clothing and Armor.esp 67 Improved Child Races.esp 68 Childrens of Cyrodiil v4.0.esp 69 DN13CMP_-_LittleLadies&Lords.esp 6A CM Pym.esp 6B HTBLopVillage.esp 6C HTBShopInABottle.esp 6D Advance Avalon Project.esp 6E Apachii_Goddess_Store.esp 6F BudongsNarcolepsySpell.esp 70 Alternate Start by LordKarnak.esp 71 SoulGoddness.esp 72 VipCxj_HairEyeSet.esp 73 Active_Inventory_Spell_1.2.esp 74 SpeedBuster Collection.esp 75 DMnurse.esp 76 TantrivayliaFS01.esp 77 DD_JailShackles.esp 78 SMChorrol.esp 79 SMSynx.esp 7A PepperJoes.esp 7B SetEssentialActors.esp 7C Neo's Morrigan.esp 7D Nephs Stock Shoes Real High Heels SI.esp 7E Oblivion Vwalk UOS.esp 7F DLCShiveringIsles Vwalk UOS.esp 80 DLCShiveringIsles Vwalk DG_DS UOS.esp 81 CM Partners Vwalk.esp 82 xeosp++ Vwalk.esp 83 Animation - Growlfs Body Resizing Mod.esp 84 Lovers3dorgasmMB2.esp 85 LoversIdleAnimsPriority.esp 86 LoversAnimObjectsPriority.esp 87 Lovers3dorgasm.esp
gerra6 Posted February 3, 2013 Author Posted February 3, 2013 Setbody and Autosetbody work perfectly in every respect. But the errors show up the moment the game loads in. Hmmm... is it possible that I might've "disabled" an NPC that had received that setbody by Autosetbody? That might not be fixable... And would require cleaning the save, which isn't a terrible thing. On a possibly related note, Growlf's Body Resizing Mod doesn't actually change anything on the NPCs or the Player. The menus work and such, but after choosing an option from GBRM's menu there's no visible change to the NPC. Maybe that might tell you something...? Anyway, here's my Mod list. Does anything stick out to you? Well, that's a tough one. Growlf's resizing mod operates by adding an idle animation to an NPC using scale bones (basically just bones that won't be used by any other animations). If that's not working for you, my first guesses would be that either you aren't using a skeleton with scale bones, or something is preventing the Growlf's animations from triggering. For the Setbody error, the only thing that really jumps out at me (and keep in mind, there may well be something else in your load order doing it) is tamagosetbody. Tamagosetbody generally requires a version of Setbody that includes Pregnant meshes that can be applied using specific setbody calls. I took great pains to ensure backwards compatibility with as many legacy versions of setbody as possible, but you might have a version of TamagoSetbody that is incompatible. Have you notices whether or not pregnant nude meshes are displaying properly?
Fiddlesticks Posted February 3, 2013 Posted February 3, 2013 Well, Skeleton-wise, I'm using Growlf's Universal. Total Controlable version, if it makes a difference. And Tamagosetbody seems to work fine. I could try disabling it, just for shits and giggles. I think it's more likely that something's stopping the animations from triggering but I have no idea what would do that. I'll try disabling some stuff and see what happens.
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