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"No Image" bodies for SMP clothing pieces and in game they all stretch straight down to the ground. This is seriously driving me crazy. [SOLVED]


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Posted (edited)

I have no idea what happened here, i used to know how to fix this kind of shit but i forgot so much of modding in the past year that i'm having to relearn it all and i have no idea what caused this problem or how to go about fixing it.

 

So anyone that has a clue what's causing this, please help me out here. Pictures of the problem are in spoiler:

 

Spoiler

548045497_FFS1.PNG.a16d9d7d92889861e30f387856bb0334.PNG


1564240940_FFS2.PNG.e17a0c7a3e29d8a08b18c1d25c5c443d.PNG


FFS.PNG.a6f5683c8974e48a3147998e9c3bc840.PNG

 

Edited by Mr. Otaku
Problem Resolved
Posted

The no image part is intended, the meshes with SMP should be invisible. So they're there for collision purposes but aren't shown so you can see the actual body/outfit instead.

Stretching body/outfit parts is usually caused by loading the wrong skeleton. So verify the actors with SMP enabled are using a skeleton that supports physics (e.g. XPMSE).

Posted (edited)

Make sure you have correct skeleton and your SMP build isn't garbage.

 

If you didn't write the xml tailored to your system, it's garbage. There is NO "AIO" xml setting that aren't garbage, and anyone who says so is a moron. SMP has to be tailored to your processor/gpu bandwidth and memory speed/frametime resolve, period.

 

Stretching is either incorrect nodes, incorrect proxyshapes or lack of properly flagged mass attribute in the xml for the mesh itself.

 

Edited by 27X
Posted
7 minutes ago, 27X said:

Make sure you have correct skeleton and your SMP build isn't garbage.

 

If you didn't write the xml tailored to your system, it's garbage. There is NO "AIO" xml setting that aren't garbage, and anyone who says so is a moron. SMP has to be tailored to your processor/gpu bandwidth and memory speed/frametime resolve, period.

 

Stretching is either incorrect nodes, incorrect proxyshapes or lack of properly flagged mass attribute in the xml for the mesh itself.

I don't know how one would go about writing xmls in the first place, i'm not exactly all that well versed in modding and as i said before, i'm having to relearn Skyrim modding after a year away from it all so i don't understand what you're trying to tell me.

 

Same with the nodes and "flagged mass attribute" thing you mentioned, i don't know what i'm supposed to do. From ribbons to cloaks, they all stretch all the way to the ground and appear completely straight.

Posted
7 hours ago, Mr. Otaku said:

How do i do that? I have this installed

Verify the skeleton.nif from XPMSSE is not overwritten by other mods. How to do this depends on the mod manager you're using (in MO2 you have conflict flags to see which mods overwrite each other, Vortex has something like conflict rules?, NMM relies on actual overwrites so you'd need to check install order or reinstall XPMSSE and allow it to overwrite the skeleton files, etc.).

That only guarantees the skeleton will support physics. The end result still depends on the mods adding physics to be properly weighted, or the HDT-SMP configs to fit your computer specifications (default values can work but tend to perform worst than ones you tweak to your preferences and system specs).

Posted
7 minutes ago, Just Don't said:

Verify the skeleton.nif from XPMSSE is not overwritten by other mods. How to do this depends on the mod manager you're using (in MO2 you have conflict flags to see which mods overwrite each other, Vortex has something like conflict rules?, NMM relies on actual overwrites so you'd need to check install order or reinstall XPMSSE and allow it to overwrite the skeleton files, etc.).

That only guarantees the skeleton will support physics. The end result still depends on the mods adding physics to be properly weighted, or the HDT-SMP configs to fit your computer specifications (default values can work but tend to perform worst than ones you tweak to your preferences and system specs).

I'm using MO2. I checked the conflict flags and 3 mods seem to be overwriting XPMSSE:

 

1) More Nasty Critters

2) Schlongs Of Skyrim

3) Bakafactory Animated Beast Cocks.

 

Should i move them above XPMSSE or move it below them?

Posted

MNC and and ABC should only overwrite files pertaining creatures, and AFAIK you want these mods to overwrite XPMSSE.

SOS should not overwrite XPMSSE ever, since the skeletons it provides affect humanoid actors and are outdated in comparison to XPMSSE.

Posted
3 minutes ago, Just Don't said:

MNC and and ABC should only overwrite files pertaining creatures, and AFAIK you want these mods to overwrite XPMSSE.

SOS should not overwrite XPMSSE ever, since the skeletons it provides affect humanoid actors and are outdated in comparison to XPMSSE.

Then should i move SOS above XPMSSE? Is that's the one causing problems? I thought the male skeleton didn't change anything in the female skeleton so i'm a little confused.

Posted
9 minutes ago, Mr. Otaku said:

Then should i move SOS above XPMSSE?

Yes, that's how you'd solve this conflict in MO2.

 

You shouldn't be using SOS skeletons, period.

Posted
12 minutes ago, Just Don't said:

Yes, that's how you'd solve this conflict in MO2.

 

You shouldn't be using SOS skeletons, period.

So what should i be using for male skeleton? Should i reinstall SOS without selecting the male skeleton in FOMOD?

 

I tried moving SOS above XPMSSE by the way, no luck.

Posted
7 minutes ago, Alessia Wellington said:

Just let XPMSSE overwrite everything.

Tried that, didn't make any difference.

 

I'm starting to think the answer is somewhere in bodyslide cause i have no clue what else it could be. I forgot how frustrating Skyrim modding can actually be lol.

Posted

Found the solution, apparently i needed a mod called FSMP - Faster HDT-SMP to fix it all up. I had no idea it was even a thing (it was uploaded during my long Skyrim hiatus) until i did some digging around in Reddit like a mole man and saw someone mention it in a similar help thread. I kept installing the old HDT-SMP and CBPC mods over and over again with different settings when all i needed was this new one.

 

I have so much catching up to do, damn. Thank you everyone that took the time to reply though.

  • 9 months later...
Posted

i had other problems leading to same things, solved it too.

for someone who is googling - make sure mod manager does not override XPMSE and bodyslide data.

i for some reason installed both Devious Cursed Loot 8.3 BHUNP (SMP) v1.1.0 and Devious Cursed Loot 8.3 BHUNP (PE) v1.1.0  in vortex, without knowing that they override each other...

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