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Posted

help, I create a NPC with normal High poly head in racemenu and then make another one with creation kit using SMP lips head. I edit the race menu head nif to match the creation one and apply SMP lips head. But in game that NPC still use  the creation kit exported head instead of racemenu one. The physics still work but my Npc use the wrong head. How can I make my NPC use my racemeu head with SMP lips physics? Pls help me I don't understand how this work 

Posted
13 hours ago, pdd001 said:

I tried SMP reset command in SL triggers but nothing happen
smp reset in console command still works but not in sl triggers

Hi, SL trigger script, is not 100% work any time, it is more to 50/50, some animes it work, some not, so use the console command mostly

Posted
1 hour ago, pdd001 said:

help, I create a NPC with normal High poly head in racemenu and then make another one with creation kit using SMP lips head. I edit the race menu head nif to match the creation one and apply SMP lips head. But in game that NPC still use  the creation kit exported head instead of racemenu one. The physics still work but my Npc use the wrong head. How can I make my NPC use my racemeu head with SMP lips physics? Pls help me I don't understand how this work 

Hi, find where the npc head is on the game folders, and put the head with smp in there, overwhrtning the original one

Posted
10 hours ago, Predator-RJ said:

Hi, find where the npc head is on the game folders, and put the head with smp in there, overwhrtning the original one

should i export Facegen from creation with the mod enable or should i disable it first

Posted
19 hours ago, Predator-RJ said:

Hi, find where the npc head is on the game folders, and put the head with smp in there, overwhrtning the original one

I create a head in racemeu is 1, then make a npc in creation kit then export the head is 2 (both head 1 and 2 are normal high poly head). I apply smp to head 1 and overwrite it with head 2.
When I using none physics version of head 1 then the npc using the correct head, but when I using head 1 with smp my npc using head 2 appearance and head 1 physics instead of just head 1

Posted
3 hours ago, pdd001 said:

I create a head in racemeu is 1, then make a npc in creation kit then export the head is 2 (both head 1 and 2 are normal high poly head). I apply smp to head 1 and overwrite it with head 2.
When I using none physics version of head 1 then the npc using the correct head, but when I using head 1 with smp my npc using head 2 appearance and head 1 physics instead of just head 1

Hi, your are doing a complex way, that i dont know about, like i showed in the video, if the npc alredy has HP head, it is a very simple process like the video, and the copy paste with the xml extra data on the nif, beside this, i dont know what more to do in your case.

Posted
13 minutes ago, Predator-RJ said:

Hi, your are doing a complex way, that i dont know about, like i showed in the video, if the npc alredy has HP head, it is a very simple process like the video, and the copy paste with the xml extra data on the nif, beside this, i dont know what more to do in your case.

the simple is NPCs don't use the head i made with racemenu 

Posted
27 minutes ago, Dorabella said:

Has it happened to anyone that , the TRI file , causes CTD?

Hi, as in the description, if you have outdated bodyslide and try to build the mod, it will build with the tri morph, and thats not how it should.

Posted
20 minutes ago, Predator-RJ said:

Hi, as in the description, if you have outdated bodyslide and try to build the mod, it will build with the tri morph, and thats not how it should.

I have the latest version available(V 5.7)

Posted
5 hours ago, Dorabella said:

I have the latest version available(V 5.7)

Hmm, then i dont know, if your not building anything, there shouldnt be a 'new" tri with the head in the head folder, since that TRI is the one from original HP head mod, and is used by the game, with the mod there is only the race menu tri file, that is in a complete diferent folder from the head folder.

Posted

I'm sorry my English is not good I'm not sure if you can read it , I like this mod, but my mouth will change abnormally in the animation, and the opening is much larger than the male genitalia, and the appearance of your display picture just wrapping the genitals is different, I want to know how to fix this situation, by the way I only have sos, I don't have TNG installed or Himbo Thank you again for your work

Posted

after testing the mod on NPC I figured out this mod will only use the head you export from creation kit even if you only apply smp to the head you build in racemenu this mod still use the head made creation kit instead but the physics still apply

Posted
12 hours ago, zzzwer said:

I'm sorry my English is not good I'm not sure if you can read it , I like this mod, but my mouth will change abnormally in the animation, and the opening is much larger than the male genitalia, and the appearance of your display picture just wrapping the genitals is different, I want to know how to fix this situation, by the way I only have sos, I don't have TNG installed or Himbo Thank you again for your work

Hi, well if you did the console command as i said in the description, it can be the SOS XML you have is not good, or something is wrong in your game, for the XML you can reduce the margins for the penis collision shape.

Posted
14 hours ago, Predator-RJ said:

Hi, well if you did the console command as i said in the description, it can be the SOS XML you have is not good, or something is wrong in your game, for the XML you can reduce the margins for the penis collision shape.

Thanks for your guidance, the situation seems to have improved a lot, but I may also bother you, I see that the male genitalia in your display seem to be curving after entering the mouth, causing the throat to swell, I really want to know how this is done?

Posted
On 3/22/2025 at 5:42 PM, Pyrus said:

xEdit does not seem to like the new solution for mod managers, got an error during texgen generation:

 

xEdit Background Loader: [[Predator] Custom HP Head edits.esp] File loaded (CRC32:74C218C1)
[00:08] xEdit Background Loader: <Error: Blank_Test [TXST:FE089827] has invalid ObjectID 001827 for a light module. You will not be able to save this file with the Light flag active.>
[00:08] xEdit Background Loader: Error: Blank_Test [TXST:FE089827] has invalid ObjectID 001827 in [Predator] Custom HP Head edits.esp for a light module (ESL). These errors can cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.
[01:46] xEdit Background Loader: User says "OK"
[01:46] xEdit Background Loader: <Error: BLANK [ARMA:FE0892C4] has invalid ObjectID 0012C4 for a light module. You will not be able to save this file with the Light flag active.>

 

Edit: No errors when saving the plugin as regular rather than light.  Gonna have to check for dead weight in my load order though I'm up to 239 now damn it.

I'm having this same issue as well when I was running TexGen on the latest version 1.0.65 . When I went to check for errors in SSEdit I got the error relating to it being an invalid light module plugin. For now I plan to just disable it during TexGen generation, but is there a way to fix these errors?

[00:00] Blank_Test [TXST:FE000827]
[00:00]     TXST -> ObjectID 001827 is invalid for a light module.
[00:00] BLANK [ARMA:FE0002C4]
[00:00]     ARMA -> ObjectID 0012C4 is invalid for a light module.
 

error.jpg.2bbb88e073fe720b22bc53296eb4ecc7.jpg


 

Posted
13 hours ago, zzzwer said:

Thanks for your guidance, the situation seems to have improved a lot, but I may also bother you, I see that the male genitalia in your display seem to be curving after entering the mouth, causing the throat to swell, I really want to know how this is done?

Hi it is purely animation side, not the mod or anything im doing, some animations do "bend" and some dont, they will just scale down the tip, you cant have control over this, but most creature animations does the "bend"

Posted
38 minutes ago, victor133x said:

I'm having this same issue as well when I was running TexGen on the latest version 1.0.65 . When I went to check for errors in SSEdit I got the error relating to it being an invalid light module plugin. For now I plan to just disable it during TexGen generation, but is there a way to fix these errors?

[00:00] Blank_Test [TXST:FE000827]
[00:00]     TXST -> ObjectID 001827 is invalid for a light module.
[00:00] BLANK [ARMA:FE0002C4]
[00:00]     ARMA -> ObjectID 0012C4 is invalid for a light module.
 

error.jpg.2bbb88e073fe720b22bc53296eb4ecc7.jpg


 

Hi, not way, will add something else in the blank esp, althoug the warn in this TexGen is purely "just to annoy the user" since why in the hell a texgen mod will look for armor records, does not make any sense at all, but will be edited in a future update.

Posted
On 3/26/2025 at 11:50 AM, Predator-RJ said:

Hi, the throat bulge will rarely happen with humans, is mostly for creatures, most human animations the animators just scale down the whole penis so it does not clip through the head, they dont animated it like going down the throat, it is very rare to have this ( some anims have), creatures on the other hand since the size, they to animated more to the throat part so you will get some collisions there.

I get you. I see that for throat bulge to work we need not only the physics model for the throat part, but also a physics enabled penis which goes to the correct direction. I see how that is just too difficult to have. I would presume that it can actually be easier if animators just make the bulge animation for the neck part.

Nonetheless, it is a great mod for the mouth part.

Posted

This mod is great but I can't use my custom racemenu head for NPCs anymore.
so can you add eye sliders to bodylide for more face customization pls?

Posted
27 minutes ago, pdd001 said:

This mod is great but I can't use my custom racemenu head for NPCs anymore.
so can you add eye sliders to bodylide for more face customization pls?

Hi, thanks! but about NPCs, i dont know what things are you doing, or what "unknow" ways of editing NPCs you doing in your game, but like i said before, to change the NPC head is a simple way, you dont even need CK, and you did with CK, and two heads, i really dont know what way of editing the NPC head you came up with, but is not the "simple" way, so this eye problem you having seems to be a product of the way you doing things...... there is no need to add alredy existing sliders to this mod, since it is just a nif replacement for the original HP head, it is compatible with any mod made for HP head.

Posted

Hey guys can somebody tell me precisely where does those exact animation come from and give the precise name of the position? 

 

Spoiler

 

 

Capture d’écran (5).png

Capture d’écran (6).png

Capture d’écran (7).png

Capture d’écran (8).png

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