Nexus72 Posted May 20, 2024 Posted May 20, 2024 (edited) With the current organization of my modlist, the three rulers that first appear on the menu screen without any character saved are barefoot. Also, certain clothes stretch off of characters to the left of their heads. Do I have out of date mods or a messed up mod order? I have Community Flavor Project, Ethnicities and Portraits Expanded, and Rajas of India. Could CBO and/or the compatibility patches for it cause problems? I only noticed the stretching clothes bug on certain clothes from the above three packs. The barefoot problem only appears to happen with the three characters with CBO. Nothing major, just curious if these bugs are fixable? Pictures below: Edited May 20, 2024 by Nexus72 Fixed images.
csirke128 Posted May 20, 2024 Posted May 20, 2024 6 hours ago, Nexus72 said: With the current organization of my modlist, the three rulers that first appear on the menu screen without any character saved are barefoot. Also, certain clothes stretch off of characters to the left of their heads. Do I have out of date mods or a messed up mod order? I have Community Flavor Project, Ethnicities and Portraits Expanded, and Rajas of India. Could CBO and/or the compatibility patches for it cause problems? I only noticed the stretching clothes bug on certain clothes from the above three packs. The barefoot problem only appears to happen with the three characters with CBO. Nothing major, just curious if these bugs are fixable? Pictures below: Hi, You should not use CBO Compatible Skeleton with the original CFP EPE and ROA patches, i havent made those compatible yet. So you should remove 19, and change 22 and 23 to the non CS version. You also dont need 5 For the barefoot characters.. idk how to fix that Maybe would need to manually edit the gene files to add shoes to all per-generated characters. I might fix it sometime later, but there are still other bigger issues. 1
Nexus72 Posted May 20, 2024 Author Posted May 20, 2024 6 hours ago, csirke128 said: Hi, You should not use CBO Compatible Skeleton with the original CFP EPE and ROA patches, i havent made those compatible yet. So you should remove 19, and change 22 and 23 to the non CS version. You also dont need 5 For the barefoot characters.. idk how to fix that Maybe would need to manually edit the gene files to add shoes to all per-generated characters. I might fix it sometime later, but there are still other bigger issues. Understood. Thanks for the reply. Why don't I need 5 though? Is that not one of the patches required to make CFP and EPE work together?
csirke128 Posted May 20, 2024 Posted May 20, 2024 45 minutes ago, Nexus72 said: Understood. Thanks for the reply. Why don't I need 5 though? Is that not one of the patches required to make CFP and EPE work together? Hi, for the non CS based one, I used different methods to make CFP and EPE compatible, so the CFP+EPE CBO Patch already contains what 5 would do. The workshop CFP + EPE Compatibility patch moves some of the headgear to a 2nd gene. For CFP and EPE CBO Patch, i move both to separate headgears (so in total 3 headgear genes instead of 2), so to make them compatible, requires a different patch compared to how the workshop does it. 1
Nexus72 Posted May 20, 2024 Author Posted May 20, 2024 7 minutes ago, csirke128 said: Hi, for the non CS based one, I used different methods to make CFP and EPE compatible, so the CFP+EPE CBO Patch already contains what 5 would do. The workshop CFP + EPE Compatibility patch moves some of the headgear to a 2nd gene. For CFP and EPE CBO Patch, i move both to separate headgears (so in total 3 headgear genes instead of 2), so to make them compatible, requires a different patch compared to how the workshop does it. Heard. Do I keep the CFP+EPE CBO where it is then?
csirke128 Posted May 20, 2024 Posted May 20, 2024 47 minutes ago, Nexus72 said: Heard. Do I keep the CFP+EPE CBO where it is then? Yea, it should be fine there, i think i have a load order in the EPE mod page for CFP+EPE+ROA
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