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Posted

Thanks I move to NG version and Skyrim start ! But now I have another problem maybe you could help me to solve in few clicks ..

I correctly install UBE and in Bodyslide I see nude texture but in the game is nevernude (?) 

Any suggestion ?

Thanks for now and as usual all the best !

|<afhir

 

Posted
29 minutes ago, cafiero said:

I correctly install UBE and in Bodyslide I see nude texture but in the game is nevernude (?)

 

More Informative Console will show you where its expecting to find the current race naked skin armor and the current worn armor (if any).

Posted
3 hours ago, cafiero said:

I have to look at TNG_Skin_B09 ?

 

Seems so; assuming there's no worn armor. I wasn't aware that TNG (presumably The New Gentleman) messes with female body meshes.

Posted

Ok I removed TNG but nothing change apart TNG_Skin_B09 disappear, so I presume I make some mistake in UBE body .

I see that in data\Meshes\actors\character\character assets there is female meshes as well as in the female directories . It's normal with UBE or I make a mess ?

image.png.ab50b816d6182056059645194480356a.png

Posted
52 minutes ago, cafiero said:

Ok I removed TNG but nothing change apart TNG_Skin_B09 disappear, so I presume I make some mistake in UBE body .

I see that in data\Meshes\actors\character\character assets there is female meshes as well as in the female directories . It's normal with UBE or I make a mess ?

 

Instead of guessing, go back to MIC. So TNG_Skin_B09 is gone, what replaced it? Open that ARMO record in xEdit. Find its associated ARMA records and make a list of the mesh file name assigned to those ARMA records. Once you have the mesh names, you can go through them in NifSkope if it isn't immediately obvious which one is the nevermude mesh. If you want to skip a part, MIC can also show you the meshes currently in use. Perhaps one of them is already named something like "nevernude", "underwear" or "femalebody".

 

Once you know where the nevernude mesh is, you can see about creating a project in Bodyslide to build it, or copy the files by hand.

  • 2 weeks later...
Posted

Ok I abandoned UBE because it's too complex switch back to 3BA. I like to experiment more with Community Shades because ENB (I us PI-CHO is vram hungry) but without any reason I start to have infinite loop when the games load a save. Here is last the crash dump. I'm lost ...  

 

|<afhir

crash-2026-07-11-10-41-02.log

Posted

And sorry again for boring ... but I'm interested in:

"Since my last post here I've made a tool specifically for finding strings in Skyrim"

Thanks

 

|<afhir

 

Posted (edited)
2 hours ago, cafiero said:

I start to have infinite loop when the games load a save. Here is last the crash dump.

 

Infinite loops are programs working as intended, at least from the CPU's perspective. Thus the crash log has nothing to do with that. If this crash resulted from the game freezing, then it's somewhat likely a random (not really) component got the blame for it.

 

The crash in that log however was caused by CommunityShaders.dll. It's having issues with Upscaling. Either disable that component, or uninstall the ENB Upscaler which as far as I remember is incompatible. Also disable any other upscalers such as the Steam app.

 

2 hours ago, cafiero said:

And sorry again for boring ... but I'm interested in [SkyrimStringSearch]

 

Link sent.

Edited by traison
Posted
4 hours ago, cafiero said:

...this time I had several crashes but I can't find a solution...

 

That specific crash occured because RIP jumped to address 0x0. There's a null pointer somewhere. The callstack may or may not be relevant.

 

It is most likely having issues with the navmesh at or near form id 0x0007776E of type MovableStatic (a bit of an oxymoron) in form id 0xFF0009AA "Wilderness". This MovableStatic is using "Effects\Ambient\FXMistLow01LongHalfVis.nif" as its mesh. The reference id to this MovableStatic might have been 0x0F063143 last modified by "Nature of the Wild Lands.esp".

 

So, I would check the following:

  1. Navmesh changes at or near this MovableStatic.
  2. The current provider of the mesh.
  3. Any relevant record changes: MSTT, REFR and CELL.

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