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SOSracemenu plugin stopped working


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The plugin is in the load order.   I can't figure out why it no longer appears on the racemenu and is grayed out in the MCM.  I've used it in a dozen previous play throughs and it has never not worked until now.  The only change that I've made to my mod list is to update this mod to a new version:  Flower Girls - Irresistible.  I've tried moving the esms to the bottom of the load order without seeing any difference, so I don't think it is being caused by another mod.   Below is my current load order.

 

516205905_Screenshot2021-08-27092555.png.6af83413d3f93fde3999eec81453d29e.png

 

Edited by jayrichardm
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so you no longer have a "genitals" entry in the top-most racemenu headers?

 

If SOS itself is dead, then, unless you disabled its plugin(s) I'd guess you introduced a load-order issue., or have a related mod contention

 

this is my rules for SOS

Spoiler

SOS_rules_aug_2021.jpg.2cb29629d1eb1ca478bcdb37c46dd489.jpg

and from yours, although I'm not terribly familiar with MO2, it appears that you have XPMSSE loading prior to SOS. bad mojo if true

 

AFAIK, in almost no circumstance should XPMSSE be overwritten. There are a few notable exceptions: Baka ABC, MNC, etc, but not SOS

Edited by anjenthedog
Link to comment
4 hours ago, anjenthedog said:

so you no longer have a "genitals" entry in the top-most racemenu headers?

 

If SOS itself is dead, then, unless you disabled its plugin(s) I'd guess you introduced a load-order issue., or have a related mod contention

 

this is my rules for SOS

  Reveal hidden contents

SOS_rules_aug_2021.jpg.2cb29629d1eb1ca478bcdb37c46dd489.jpg

and from yours, although I'm not terribly familiar with MO2, it appears that you have XPMSSE loading prior to SOS. bad mojo if true

 

AFAIK, in almost no circumstance should XPMSSE be overwritten. There are a few notable exceptions: Baka ABC, MNC, etc, but not SOS

 

SOS isn't dead.  I'm still getting erections, but my dick is the size of a thumb and there is no longer "Genitals" in the race menu to give it some size.

 

MO2 shows a mod conflict with XPMSSE and only that one, but moving XPMSSE below SOS didn't fix my problem.  Thanks for your suggestion anjen, but that isn't it.  

 

This has to be an issue with racemenu but I'm not showing any conflicts with racemenu and moving it around doesn't help.  I wonder if something got deleted out of the racemenu ini file.  I did reinstall SOS and that should have taken care of that right?

Edited by jayrichardm
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53 minutes ago, jayrichardm said:

I wonder if something got deleted out of the racemenu ini file.  I did reinstall SOS and that should have taken care of that right?

 

Well..... IFF  (if and only if) you properly uninstalled in the first place.

  1. uninstall mod
  2. open game open save
  3. game recognizes mod is gone.. Yay
  4. create new save
  5. close game 
  6. fallrim clean save
  7. open game
  8. open cleaned save
  9. create new save (or save over top)
  10. exit game
  11. install mod. 

at least that's how I ensure things are clean for a reinstall.

 

possibly (ini)

 

I was unable to locate my "racemenu.ini" or I'd provide it for comparison.

this is a listing of all my racemenu files. Maybe something will show there.

Spoiler

racemenu_files_list.jpg.a76c895011a63c8f41725c25a64169fb.jpg

 

 

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The RaceMenu ini is called:  skee64.ini.  

 

Until we started talking it didn't occur to me that this is probably a racemenu issue instead of an SOS issue.  I'm waiting to see if they can tell me anything.

 

Lazy tools is it.  LOL.   Thanks, I'll take a look at it.

Edited by jayrichardm
Link to comment

Doh! (skee64)

 

Note, some values will be specific to my game so review and dupe with care if you do. 

 

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]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

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

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; 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]

[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]

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

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; 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 whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[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
bEnableFaceOverlays=1 ; Default[1]

; 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=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[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

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

Edited by anjenthedog
Link to comment
On 8/27/2021 at 10:55 PM, anjenthedog said:

Anjen

  Reveal hidden contents

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

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

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

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; 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]

[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]

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

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; 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 whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[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
bEnableFaceOverlays=1 ; Default[1]

; 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=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[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

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

Solved.  Reinstalling XPMSE took care of whatever the problem was.  Thanks for your help friend.

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