Ricordi Posted July 31 Posted July 31 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: Hide contents 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.
botticelli Posted July 31 Author Posted July 31 (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 July 31 by botticelli
Ricordi Posted July 31 Posted July 31 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).
botticelli Posted July 31 Author Posted July 31 (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 July 31 by botticelli
Ricordi Posted August 1 Posted August 1 (edited) 14 hours ago, botticelli said: 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. I think I found the bug. Claude pointed out that in version 2.1.3, a line was added to `bac_alias` right before the timer is re-registered: bac_storage.UpdateModelWeight(acActor) which wasn't there in 2.1.2. I removed it from the disassembled .pas file, recompiled it, and voilà—the problem is gone. Thanks for your attention. I’m off to enjoy the gameplay. 😜 bac_alias.pex Edited August 1 by Ricordi 1
botticelli Posted August 2 Author Posted August 2 (edited) 19 hours ago, Ricordi said: I think I found the bug. Claude pointed out that in version 2.1.3, a line was added to `bac_alias` right before the timer is re-registered: bac_storage.UpdateModelWeight(acActor) which wasn't there in 2.1.2. I removed it from the disassembled .pas file, recompiled it, and voilà—the problem is gone. Thanks for your attention. I’m off to enjoy the gameplay. 😜 bac_alias.pex 32.13 kB · 1 download Allright, I'll remove that, too. Can't remember why I put it in there anyway. As to why UpdateModelWeight() (essentially NiOverride.UpdateModelWeight() plus Actor.QueueNiNodeUpdate() if not on a mount) affects textures is beyond me. Those functions are meant to apply body morphs. Also weird: I didn't put that into bac_cow_alias.psc which is the npc cow alias, so it looks to me like some leftover from an experiment. Thanks for pointing it out. Just curious: why decompile it? The sources are included as well... Edited August 2 by botticelli 1
Ricordi Posted August 2 Posted August 2 1 hour ago, botticelli said: Just curious: why decompile it? The sources are included as well... I can't compile your source code because the compiler keeps complaining about missing dependencies that I don't know where to get, and version differences for those dependencies—as is the case with MME scripts, etc. So that's not an option for me.
botticelli Posted August 4 Author Posted August 4 Btw. the Overlay fixes mod implements the reverse (i. e. LE) overlay order as a default, meaning, you'd need to edit the ini file Data\SKSE\Plugins\OverlayFix.ini and make sure [overlayfix] reverse=false is in there for BAC's overlays to appear in the correct order in SE/AE/VR.
Skifts Posted August 8 Posted August 8 @Ricordi - I apologize for asking for this but is there any chance you could re-up your original mod list file you had on gofile a while back (Was around 140gb-ish)? I used it in the past and it worked great but lost files recently and want to start fresh.
bord521ag Posted Monday at 02:20 PM Posted Monday at 02:20 PM On 9/23/2025 at 5:41 AM, Ricordi said: Releasing a completed patch for the UBE body . For the 'ultimate' experience. Download What’s been done: Properly patched all meshes in Armor/ArmorAddon: horns, ears, hooves, udders, tails, nose rings, etc. (based on a very rough patch originally shared in the UBE Discord channel); Tweaked all Bodyslide meshes and recreated semihooves with UBE ones (3BA morphs replaced with UBE ones). Tweaked tails (they now use a different texture path for compatibility). Based on tails made by @Unknown22923 ; Adapted head meshes: used @Dudemers' Bodyslide as reference (details below); Textures baked using the tool provided by @AhuwgaZ: now textures display correctly across the whole body with smooth (as much as I could achieve) transitions between meshes. Body textures were also AI upscaled to 4K; Optional file with morphs adapted for the UBE body. Important notes before using the patch (to avoid issues) Hide contents For head stages to work, I added FormLists into the original UBE body ESP. To activate them in-game, go to BAC MCM → Custom Race, and in the Mod Name List field select ube_allrace.esp. The corresponding Custom Race Form IDs and Custom Race Head Part FormList IDs are provided in the table below. Race Race Form ID HeadPart Form ID UBE_Breton 04005734 04002FA5 UBE_DarkElf 0405A198 0400A6AE UBE_HighElf 0405A1A2 0400A6AF UBE_Imperial 0405A179 0400A6B0 UBE_Nord 0405A184 0400A6B1 UBE_Orc 0405A1B0 0400A6B2 UBE_Redguard 0405A18E 0400A6B3 UBE_WoodElf 0405A1AC 0400A6B4 2. The UBE body uses slot 53, which caused udders to display incorrectly. I reassigned them to slot 52. To make this “fix” work in-game, go to BAC MCM → Dynamic Armor Slots and change the udders entry from slot 53 to slot 52. nice to meet you. I recently started playing Skyrim again. This time, I’m playing using the UBE environment with BAC installed, and I used your posts as a reference. Everything is running almost perfectly, but I’ve run into an issue with the feet. It works fine up to the "semihooves" stage, but a gap appears when it finally switches to "hooves." How can I get it to display cleanly like in your images? I’ve attached an image. This is my first time posting, so the image size might not be quite right. I apologize if it is difficult to see.
Ricordi Posted yesterday at 05:02 AM Posted yesterday at 05:02 AM On 8/17/2026 at 5:20 PM, bord521ag said: nice to meet you. I recently started playing Skyrim again. This time, I’m playing using the UBE environment with BAC installed, and I used your posts as a reference. Everything is running almost perfectly, but I’ve run into an issue with the feet. It works fine up to the "semihooves" stage, but a gap appears when it finally switches to "hooves." How can I get it to display cleanly like in your images? I’ve attached an image. This is my first time posting, so the image size might not be quite right. I apologize if it is difficult to see. Hi. Currently I’m taking a break from Skyrim, so I won’t be able to fix it if this mesh lacks the corresponding sliders. First of all, try to rerun bodyslide. If no help, open Outfit Studio, load bac_hooves_spots —> Add Project and choose UBE body —> set UBE body as reference —> delete all sliders that don’t affect legs —> Conform all —> delete UBE body from project —> save file as a new project and build it in Bodyslide.
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