Riasnatcher Posted May 8, 2025 Posted May 8, 2025 So basically, I started a new game because of this issue before, and it seems to fix it. But after a while, the problem came back. Basically my character's hand would go through her breasts when it's not supposed to. The usual fix is just to use the player toggle hotkey to change from SMP to CBPC then back to SMP (since I use SMP), but after a while, this won't work and I'd have to keep trying until it works. Then I tried saving and restarting my game after I get the collision back to work, but it'll instead when I go back into the game, the breasts glitches out (it's facing upwards like someone is pulling it lol) and the collision still ain't working. But when I use the toggle physics again, it won't go back to normal unless the collision armor is back. Anyone having the same issue? any solutions? I looked everywhere but I don't see any solution.
traison Posted May 8, 2025 Posted May 8, 2025 One reason why this happens is that you have something else getting equipped that unequips the collision armor. This is the primary reason why the first thing I did with physics was rewrite the physics presets for both SMP and CBPC to not use collision armors. Finding what it is thats conflicting might be tricky. Unless the thing that does it sticks around for a while, and you manage to detect the issue immediately when it happens, there really won't be any easy way to find what it is. I think what I'd do myself is one of these, depending on how lazy I was feeling: Write a Papyrus script that listens for the OnObjectEquipped event, and have it log the form id of everything. Then just wait in game, or play the game as normal until the problem appears. Analyze the log for the answer to your question. This could be enhanced if combined with OnObjectUnequipped, and specifically watching for the collision armor getting unequipped. Write a Pascal script for xEdit to make a list of all ARMO/ARMA records that use the same equipment slot as the collision armor. The list it produces will have to be sorted manually based on how likely it is each item is involved. This may also not be 100% accurate, as it won't be aware of the partitions in the meshes assigned to the ARMA records. In theory these should be the same, but I know there's exceptions. 2
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