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Character turns blue/white/invisible after sex.


Nazzzgul666

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Posted

So... i have this very weird problem where my characters... sometimes changes after sex. It doesn't happen always, and it has three possible outcomes. It'll either go light purple (not the dark purple like you get when you run out of memory), or completly white, or entirely invisible including armor. I have no idea what the cause might be, i reduced my load order to pretty much no after sex effects anymore and it still happens... at this point any ideas would be appretiated.

Load order: 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
Schlongs of Skyrim - Core.esm
ZaZAnimationPack.esm
SexLabAroused.esm
Amputator.esm
CreatureFramework.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
UIExtensions.esp
AddItemMenu.esp
12FemaleBrows.esp
Anal Torch.esp
Extended Slider Colors.esp
HDT Havok Object.esp
KS Hairdos - HDT.esp
NPC Body Scale Randomizer.esp
RailLight.esp
SexLab_SOS-Stapon.esp
Apropos2.esp
Hair Physics Project.esp
RaceMenuMorphsCBBE.esp
EvaCloth.esp
HDTHair_Sky201.esp
Modern Brawl Bug Fix.esp
SexLabTools.esp
SkyUI.esp
RaceMenu.esp
RaceMenuPlugin.esp
Schlongs of Skyrim.esp
SOS - VectorPlexus Regular Addon.esp
SOSRaceMenu.esp
XPMSE.esp
SLAnimLoader.esp
Bathing in Skyrim - Main.esp
FNIS.esp
MilkModNEW.esp
MilkMod_MilkPumpsFancy.esp
TheAmazingWorldOfBikiniArmor.esp
MilkModNEW HF.esp
MilkModNEW ZaZ Sanbox.esp
MoreNastyCritters.esp
potionupgrades.esp
RapeTattoos.esp
NibblesAnimObjects.esp
Alternate Start - Live Another Life.esp
Naked Defeat.esp
Remodeled Armor - Underwear.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Remodeled Armor - Vanilla Replacer.esp
SimplyKnock.esp
 

 

Posted
18 minutes ago, Nazzzgul666 said:

It'll either go light purple (not the dark purple like you get when you run out of memory), or completly white, or entirely invisible including armor.

For light purple, white and invisible I'd look in Racemenu for overlays. Purple is missing textures not VRAM (black or brown).

Invisible can also be missing meshes. Black and brown can also be missing mipmaps.

VRAM



1106005865_BrownFace.thumb.jpg.af47838fbf051bf362a213d29f1d1d12.jpg

 

VRAM.thumb.jpg.e0a86ec72f385b753e4f3f8fa1db0e9a.jpg

 

Missing textures



1142437271_enb2019_07_1820_22_36_27.thumb.jpg.ddc9ac84f8e914fe4de53e20e8b7ddb4.jpg

 

1707773887_Genericfemale.thumb.jpg.9fe356362c9bb1cd47cca51576af313e.jpg

 

 

Posted

It didn't look like either, but i finally figured it out. I accidently activated an old version of apropos instead of the newer one (having it called "LATEST" didn't help xD). Changing that seems to have fixed it. :)

Posted
53 minutes ago, Nazzzgul666 said:

RapeTattoos.esp

In case you're not using an older RapeTats version:

RapeTattoos 1.2 requires FadeTattoos 0.4

 

Check your Nioverride Settings

I drop mine here:

Spoiler

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]


[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files
bEnableBodyGen=1 ; Default[1]

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=20 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

 

 

And just in case You didn't create a SKSE.ini already:

Spoiler

[Display]
iTintTextureResolution=2048
[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1
[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256
[Debug]
WriteMiniDumps=0

 

 

1 hour ago, Nazzzgul666 said:

Bathing in Skyrim - Main.esp

Check if you see any dirt textures.

Maybe they are missing?

Posted
3 minutes ago, Nazzzgul666 said:

It didn't look like either, but i finally figured it out. I accidently activated an old version of apropos instead of the newer one (having it called "LATEST" didn't help xD). Changing that seems to have fixed it. :)

I was too late, good you figured it out ☺️

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