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Posted
4 hours ago, safado said:

 

The 2.1.3 video do not show overlay resets, it shows Normal maps resets. The female skin's MSN files are the object\Mesh Space Normals that define fake skin shader details like under boob shadow or muscle definition details. 

 

Guessing: 

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  You are likely using Acro's "Mu Dynamic NormalMap", maybe the issue is with that reacting to a mesh\morph or setSkin update, because it uses vector data to update normals at runtime.

 Are you using SLIF? It is set up for step update or instant(default)?, I guess step will make the normals update each step of morph changes.  Troubleshoot by uninstalling the Acro mod, if you use it.

 

 

Nope. I already mentioned this in my previous comment. Acro's mod has nothing to do with it. I'm sure of this because I've played with and without it—the result is the same. Take a look at the facial expressions from 1:37 to 1:43—it's clear the problem goes beyond a simple overlay reset. Something weird happened in version 2.1.3, and now the bac is affecting things it’s not supposed to in its update tick. Maybe it’s related to that:

Quote
  • added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load

, or maybe it’s something else—I don’t know. And, as you can see, nothing like this happens at all in the video with version 2.1.2.

 

Posted (edited)
12 hours ago, Ricordi said:

The first video demonstrates BAC 2.1.3, and the second demonstrates BAC 2.1.2. The reset of overlays and expressions is clearly visible when using MDNM (the mod itself isn’t the cause, but merely a symptom). I’d also like you to pay attention to the facial behavior.

Funny. BAC starts applying tats with stage 8 (fur) – maybe a little earlier with UntamedMilk, Veins1 or other Mutations, – but not at stage 1. What it does at that stage, though, is to reserve the overlay slots needed by assigning a non-existing texture path to them (no normal maps, etc., just the texture). That texture has the path data\textures\bac\blank.dds and is not included in the package thus essentially creating a null texture which normally isn't visible. It also was not included in 2.1.2 which makes me wonder as to why it works with that version.

Can you please copy an existing blank texture (e. g. Data\textures\actors\character\SlaveTats\blank.dds) to data\textures\bac\blank.dds and check whether that works?

4 hours ago, Ricordi said:

added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load

That doesn't affect anything. Before that change, in a save with stuck quests, you'd simply get the next working quest in row. If there was none left, you'd not see any changes happening.

Edited by botticelli
Posted
5 hours ago, botticelli said:

Can you please copy an existing blank texture (e. g. Data\textures\actors\character\SlaveTats\blank.dds) to data\textures\bac\blank.dds and check whether that works?

I did what you asked. The result is the same (expressions and overlays reset every 6 seconds).

Posted (edited)
2 hours ago, Ricordi said:

I did what you asked. The result is the same (expressions and overlays reset every 6 seconds).

Well, I put a console log event into BAC's texture commit function (the only place in all of BAC where NiOverride.ApplyNodeOverrides() is called) to check for myself. I do get occasional texture flickers, only not as often as you do. The console message never appeared, though. I tried it with and without Overlay fixes enabled. Without, the flickers seem to occur a little more often but they definitely don't originate from BAC.

Incidentally I searched my script sources for any mod using NiOverride.ApplyNodeOverrides() and apart from BAC found these:

  • cc_bimbotatapplicator.psc [BoS]
  • racemenu.psc
  • SlaveTats.psc (should only do it when called from somewhere)
  • SOS_Addon_PH_QuestScript.psc [SOS's pubic hair addon]
  • ypsUtility.psc [YPS]
  • _wai_Function.psc [Who Am I mod, uses that only when one of its potions is equipped]

That call commits all overlays (not just those the mod in question just changed) and may very likely cause that flickering. Also, that list may not be complete as there might be more scripts hidden in BSAs that I didn't search.

Edited by botticelli

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