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Posted (edited)
23 hours ago, Frosferes said:

The only time i've seen this bug is when FSMP is missing or incompatible. Last I heard, AVX-2 throttles on Intel CPUs, so that may be a problem. What are your Skyrim, SKSE and FSMP versions?

 

I see in your screenshot you still have a quiver equipped. Are you using the TWO Extras module? I realise I may have missed unequipping ammunition in the transform script.

My SKSE and Skyrim are latest Anniversary versions, skse2.2.3 for skyrim1.6.640.  I am using FSMP 1.49.0, including the optional XML SSE files. I should note that I also reinstalled the FSMP, so I have seen it happen on AVX2 and AVX512. (I did not know that the coffee lake chip wasn't set up for 512, but the game ran without any difference either way). I'm actually not sure why the quiver is there either, its just farther down the list of things to fix, but I don't think I'm using TWO extras, just the alternative textures.

Edited by herrzog
Posted
15 hours ago, herrzog said:

I should note that I also reinstalled the FSMP, so I have seen it happen on AVX2 and AVX512.

 

I would say try it on regular AVX as well, since that's the most broadly compatible. Beyond this, I'm afraid i don't know enough about FSMP and the differences in its skews to be able to offer much in the way of troubleshooting, provided everything is indeed installed correctly. My advice would be generic stuff like using Skyrim 1.5.97 instead of the most recent build which often have issues, especially with FSMP. There are people more knowledgeable in this subject than myself such as NukuNookee and Nightfallstorm the Cat in the SkyFurry discord server who might be able to offer more insight, if you're so inclined.

 

6 hours ago, LordDrakath15226 said:

I think you should separate the breasts and butt part of the hdt sliders into 2 individual ones.

 

Will require some shape blending to get to look right. Not an overly difficult task but not high priority at the moment. If others want to take a stab at adding shapes to the OS project they're welcome to it. Might save me a job lol

Posted
On 12/2/2022 at 3:09 PM, Frosferes said:

 

I've modified the CF addons to only apply genitals, similar to SOS. They shouldn't be disabled. Genitals can take a while to show up on newly spawned NPCs so leave it about 30 secs to a minute. You can also try messing with their sexlab arousal values to see if that give the CF a kick. The threshold for mesh swapping is 35 arousal. If it's still not working then specify what NPC werewolves you're spawning as well as your load order.

So I'm wondering if there is something that CF isn't registering.  When I select a werewolf in-game (in this case one added by the More Werewolves mod) and open the puppeteer menu, most of it is grayed out.  I can change the arousal level and trigger updates, but it says that there is no active mod related to the werewolf and lists the npc's status as not active.  I've tried re-registering all the mods to no success.  In terms of load order, this is what I have, accepting all recommendations:

 

Sexlab

SL Aroused

SOS Core

CF

SL Werewolves

SL werewolves script tweak

HCOS mod compatibility

MNC

Werewolf Narrative Expansion (may not be relevant)

Growl

HCOS

DWC

MFA

Were-Circle

Werebears and DWC patch

Were-circle DWC patch

More Werewolves

MFA-Growl patch

BakaFactory ABC

Aroused Creatures

Werewolves.esp

SOS Vector Plexus Addon for TWO

SOS

HentaiCreatures

WerewolvesHCOS.esp

WerewolvesExtras.esp

WerewolvesExtrasGrowl.esp

 

Posted
On 12/3/2022 at 2:35 PM, Frosferes said:

 

I would say try it on regular AVX as well, since that's the most broadly compatible. Beyond this, I'm afraid i don't know enough about FSMP and the differences in its skews to be able to offer much in the way of troubleshooting, provided everything is indeed installed correctly. My advice would be generic stuff like using Skyrim 1.5.97 instead of the most recent build which often have issues, especially with FSMP. There are people more knowledgeable in this subject than myself such as NukuNookee and Nightfallstorm the Cat in the SkyFurry discord server who might be able to offer more insight, if you're so inclined.

Unfortunately, the right ear stretch occurs on AVX, or even on no AVX. I checked out the discord and caught the comments made by Moistbread, but his fixes didn't improve the situation. It seems likely then that it is a compatibility issue with one of my other mods; the ear does it most times, but one out of every four or five transformations doesn't have the ear stretch.

Posted

Never seen anything like this before. Great work. Though I do have an issue with it, something related to HDT physics. Some body parts are stationary, while others move and twist in an abnormal way. Some texture on the left ear also stretches off into the distance for some unknown reason. I tried reinstalling Faster-HDT and it's required mod as well, but nothing.

It could also be the load order.  Maybe there is something else I'm missing?

20221204201309_1.jpg

Posted
17 hours ago, Storms1 said:

DWC

 

Base TWO is not compatible with DWC. I haven't tried Cinna's DWC patch for TWO but I assume that it must be present and loaded after TWO for DWC to work.

 

14 hours ago, herrzog said:

Unfortunately, the right ear stretch occurs on AVX, or even on no AVX. I checked out the discord and caught the comments made by Moistbread, but his fixes didn't improve the situation. It seems likely then that it is a compatibility issue with one of my other mods; the ear does it most times, but one out of every four or five transformations doesn't have the ear stretch.

 

Did you not post in the support channels? Nuku said he might try to replicate the different visual bugs to see if they correspond to specific Skyrim or FSMP versions. None of us that continue to use version 1.5.97 have experienced such issues unless something involving FSMP is incorrect. Do the bodies have physics despite the head bug?

 

14 hours ago, Anonymous5285 said:

Though I do have an issue with it, something related to HDT physics. Some body parts are stationary, while others move and twist in an abnormal way.

 

User herrzog was having the same issues. Try the suggestions I've given them here and on the previous page of the thread.

Posted

Hey, great work with the update. I'm so glad the problem with the herm Werewolves is fixed.

The link to the Updated skins for 4.1 is unlabelled in the downloads section, wouldn't have found them if that placeholder hadn't looked so suspicious. (It just says "view")
Just wanted to say, in case more people get confused.

Posted
On 12/5/2022 at 10:30 AM, Frosferes said:

 

User herrzog was having the same issues. Try the suggestions I've given them here and on the previous page of the thread.

I appreciate the response but now something else has changed and I can't say I know what has caused it. Now they kind of just fade out of existence when spawned. They are visible at first, then slowly become more transparent until they are just invisible. They still exist as an entity, they just can't be seen.

Posted
22 hours ago, BrandstifterFussel said:

The link to the Updated skins for 4.1 is unlabelled in the downloads section, wouldn't have found them if that placeholder hadn't looked so suspicious. (It just says "view")
Just wanted to say, in case more people get confused.

 

IDK if there's a way to rename and reorder files or links in the downloads section of a mod page. But if there is, I've not seen it. Hopefully it gets added cus it's annoying to deal with.

 

14 minutes ago, Anonymous5285 said:

I appreciate the response but now something else has changed and I can't say I know what has caused it. Now they kind of just fade out of existence when spawned. They are visible at first, then slowly become more transparent until they are just invisible. They still exist as an entity, they just can't be seen.

 

I... dunno about that one. You sure that's TWO and not your game throwing a fit?

Posted (edited)

Well, I said that I probably missed something simple, and I did.  I forgot to not run CBPC at the same time as Faster HDT-SMP, and changed my body from COCO 3bbb back to 3ba and after doing that my physics are back to working properly and the ear stretch is gone.  Considering 3ba is supposed to allow for CPBC and Faster HDT to operate at the same time, I think it is likely that getting rid of COCO 3bbb it what actually fixed it for me.

Edited by herrzog
Posted
11 minutes ago, Anonymous5285 said:

No, I'm not sure. But I know the game didn't start doing that on it's own. Something caused it to.

Started a new game and they stopped dissolving into thin air. Not sure why that fixed it, but it did.

Posted
3 hours ago, Frosferes said:

 

IDK if there's a way to rename and reorder files or links in the downloads section of a mod page. But if there is, I've not seen it. Hopefully it gets added cus it's annoying to deal with.

 

 

I... dunno about that one. You sure that's TWO and not your game throwing a fit?

Actually I think it might be related to the model or bones. Disabled everything related to HDT physics, and their body was still messed up. Some of it is stationary while the rest moves, makes me think certain bones are just stuck in place and won't move with the rest of the skeleton.

Posted
42 minutes ago, Anonymous5285 said:

Actually I think it might be related to the model or bones. Disabled everything related to HDT physics, and their body was still messed up. Some of it is stationary while the rest moves, makes me think certain bones are just stuck in place and won't move with the rest of the skeleton.

 

That just makes it sound like you're got the wrong skeleton loaded. There is a bug with stretching ears that occurs if the FSMP isntall is incorrect, but that appears to be unrelated to the skeleton. All other weighing works if TWO's skeleton wins the file conflicts.

Posted
26 minutes ago, Frosferes said:

 

That just makes it sound like you're got the wrong skeleton loaded. There is a bug with stretching ears that occurs if the FSMP isntall is incorrect, but that appears to be unrelated to the skeleton. All other weighing works if TWO's skeleton wins the file conflicts.

Wrong skeleton? I'm using XP32 Maximum Skeleton Special Extended. Is that what you mean? Also, after doing a little more tweaking, both male and female have the issue with their ear, but only the female has issues with their body not moving correctly. I think it's the breast bones.

Posted
2 minutes ago, Anonymous5285 said:

Wrong skeleton? I'm using XP32 Maximum Skeleton Special Extended. Is that what you mean? Also, after doing a little more tweaking, both male and female have the issue with their ear, but only the female has issues with their body not moving correctly. I think it's the breast bones.

 

Yes, XPMSE is the wrong skeleton. I was explicit about this in the installation instructions...

Posted (edited)
7 minutes ago, Frosferes said:

 

Yes, XPMSE is the wrong skeleton. I was explicit about this in the installation instructions...

So, this mod needs to be maximum priority over any other skeleton mod. Should I install the "Wicked Werewolves" skeleton as well? Or is that not necessary?

Edited by Anonymous5285
Posted
7 minutes ago, Anonymous5285 said:

So, this mod needs to be maximum priority over any other skeleton mod. Should I install the "Wicked Werewolves" skeleton as well? Or is that not necessary?

 

It literally says the WW skeleton is optional..... If it's not in the required mods section then it's not required.

Posted

I also use the Maximum Skeletons which are used by Maximum Carnage, but still have TWO override the skeleton for werewolves; I have no issues doing that.

Posted
On 11/29/2022 at 6:21 PM, Alatos1 said:


Hey, wanted to make sure you knew I read your message. I haven't had a bunch of time to test, but from what I can gather, the male WW will get their junk during animations, and then they will function normally in my full load order. PC Male WW does not get junk with my full load order under any circumstances, even during animations. Neither PC nor NPC male WW will get the genitalia without triggering an animation first.

I did a little testing with a minimalistic loadout, and I was able to get PC genitals during an animation once, so I think there's a conflict, but I don't have the time to suss it out. When I have more time, I'll isolate the offending mod and get back to you with a more detailed bug report. Thanks for this mod btw, it's amazing.


I feel silly for not sussing this out before, but All Geared Up Derivative SE (AllGUD) was the offending mod. Even when using the skeleton from TWO without the edits from AllGUD, the mod conflicts with the penis mesh being equipped during sex anims. I'm not good enough with skeletons to figure out why it conflicts, but I'd find another equip mod before I drop TWO. I still haven't gotten any male WW to equip a penis without initiating a sex anim, and I can't find out why.

Posted
21 hours ago, Alatos1 said:


I feel silly for not sussing this out before, but All Geared Up Derivative SE (AllGUD) was the offending mod. Even when using the skeleton from TWO without the edits from AllGUD, the mod conflicts with the penis mesh being equipped during sex anims. I'm not good enough with skeletons to figure out why it conflicts, but I'd find another equip mod before I drop TWO. I still haven't gotten any male WW to equip a penis without initiating a sex anim, and I can't find out why.

Hmm, so that must have been what was doing that mesh stretching for me too then.

 

I used AllGUD for years, but finally switched to IED and it is a million times better. No scripts to run, just figure out the super confusing menus, favorite your items, and you're good to go. Get it with the Mura preset and you'll never look back, and it works fine with TWO (and anything else). The learning curve can be intimidating at first, but there's a video on Youtube that will walk you through it (the one not in Korean). After you get the hang of it, it takes like five seconds to set up at the beginning of a playthrough and you're done.

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