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Better Body Deformation


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Posted (edited)

Not seeing any difference when adjusting sliders ingame.

I deleted the shaders. Still have Mu Joint installed.

No bone seems to do anything. Can You adjust in the middle of an animation?

You mentioned having the latest ENB. I use 5.03. The latest is 5.05.


Using BHUNP on version 1.5.97

 

Edited by NCK30
Posted
1 hour ago, NCK30 said:

Not seeing any difference when adjusting sliders ingame.

I deleted the shaders. Still have Mu Joint installed.

No bone seems to do anything. Can You adjust in the middle of an animation?

You mentioned having the latest ENB. I use 5.03. The latest is 5.05.


Using BHUNP on version 1.5.97

 

Check the logs from this mod and make sure you don't have ShaderTools.dll installed 

Posted (edited)
27 minutes ago, Laethas456 said:

I am using GT UBE Softbody and this mod doesn't appear to do anything. Here is what the log said. Is there a limit to the number of bones?image.png.d139a76256a90ca425d2cd26d3a5d4ce.png

Looks like the mod's DQS shading engine is hard capped at 80 bones in the skeleton, which is the base game cap. When it goes over that, the game falls back to using its own LBS.

And since your game isn't crashing with a physics explosion every time a naked female body shows up, I assume you're running Bone Limit Extender to get around the cap - you can probably guess at how I know THAT fun fact. :P

The author should be able to raise that, I don't see a reason why the shader would need to be capped at 80 bones. But I don't have the source, so I can only speculate on that, maybe there's reasons for the limit I am unaware of.

Edited by illrigger
Posted (edited)

For those who never rebuilt shader cache, how far are you talking?

 

I run Nolvus V6, so that uses ENB with Cabbage by default. Going into the "Stock Game" folder deleting the Enb Cache folder rebuilds the ENB cache but it also has MO2 with an override folder and there's the nvidia GPU driver cache.

 

How far are we talking? Is it as simple as just the enb cache folder or are we going deeper?

Edited by coronerra
Posted (edited)
14 hours ago, asdt123123 said:

That's a dangling pointer. It crashes on BetterDeformation because BetterDeformation is the first mod to read the corrupted memory. 

 

Remove ActorLimitFix, it doesn't do anything anymore. 

I would also test remove https://www.nexusmods.com/skyrimspecialedition/mods/125999

oh gotcha! im using headslide as its a requirement for the DD - headslide on the DDNG server. but ill give it a try! thanks :) 

 

Edit - i see actor limit fix is still getting updated, why does it not do anything anymore?

Edited by shane400m
Posted
5 hours ago, WAlter2K said:

My game crashed to desktop (CTD) while I was playing hide-and-seek with the kids in Riverwood. Could you please help me check what caused the conflict?😱

crash-2026-10-13-01-10-43.log 138 kB · 1 download

 

6 hours ago, sikamikanico78 said:

i got a crash when i clicked showracemenu   hmmmm

I added some memory checks to hopefully avoid crashing. Seems like you guys have something freeing memory, but not releasing a reference to said memory. 

 

22 minutes ago, shane400m said:

oh gotcha! im using headslide as its a requirement for the DD - headslide on the DDNG server. but ill give it a try! thanks :) 

 

Edit - i see actor limit fix is still getting updated, why does it not do anything anymore?

My bad, I meant "SMP-NPC crash fix.dll" not NPC Limit fix. 

 

The new version might fix your crash. 

 

3 hours ago, Laethas456 said:

I am using GT UBE Softbody and this mod doesn't appear to do anything. Here is what the log said. Is there a limit to the number of bones?image.png.d139a76256a90ca425d2cd26d3a5d4ce.png

Bone Limit Extender support was added just now. 

 

 

Posted

Hello! Awesome mod, but I have one huge problem with it. After installing it my game would crash upon trying to save the game and 0 kb save file would appear in the save folder. I think I fixed it by going few hours back to the save when I still didn't have the mod, but i'm still testing it. I'm sitting on a very large modlist, so maybe there is some conflict, but i have little experience in modding, so it's hard for me to say.

crash-2026-10-13-03-52-35.log crash-2026-10-13-02-42-50.log

Posted

Hi,
I am using your Better Body Deformation mod, but I am running into a severe joint collapse issue at the knees and calves, as shown in the screenshot.
In my MCM menu, I have already set both Left Calf and Right Calf to the maximum value of 1.00. However, this only slightly mitigates the issue, and the joint still looks severely collapsed and distorted.
Could you please tell me:
1. What is the main cause of this kind of joint collapse/broken mesh?
2. How can I properly fix it so the calf/knee volume preservation works perfectly?
Thank you!

image.jpeg

Posted
On 10/12/2026 at 1:01 AM, asdt123123 said:

Remove ActorLimitFix, it doesn't do anything anymore. 

I must have missed when this mod became unnecessary.  Is there a specific replacement mod for it, or something else?

Posted
1 hour ago, nagothm said:

I must have missed when this mod became unnecessary.  Is there a specific replacement mod for it, or something else?

He entered the wrong module name.

Posted (edited)
On 10/12/2026 at 1:01 AM, asdt123123 said:

Remove ActorLimitFix, it doesn't do anything anymore. 


Please elaborate. Is this fixed by another mod now?

 

EDIT: Please ignore. I see you already answered.

Edited by Herowynne
Posted (edited)

The author did a great job, but there is a more radical and proper solution—specifically, fixing the XPMS skeleton as it comes in the base version, which is frankly terrible. I spent half a year on this, and after many experiments and trials, I found a solution and made anatomical adjustments to the skeleton. Now, combined with a proper mesh and the new skeleton, bends and other bone poses work much more accurately—at the elbows, shoulders, back, hips, pelvis, and knees. Animations also run smoothly without any issues. The screenshots show examples: a body with the standard COCO CBBE mesh and the skeleton I corrected. I don’t use any scripts for bending.

SkyrimSE 2026-10-13 17-18-19_1.png

SkyrimSE 2026-10-13 17-18-40_2.png

SkyrimSE 2026-10-13 17-21-20_3.png

SkyrimSE 2026-10-13 17-24-12_4.png

SkyrimSE 2026-10-13 17-36-01_5.png

SkyrimSE 2026-10-13 17-54-37_6.png

Edited by LadySnejana
Posted
59 minutes ago, LadySnejana said:

The author did a great job, but there is a more radical and proper solution—specifically, fixing the XPMS skeleton as it comes in the base version, which is frankly terrible. I spent half a year on this, and after many experiments and trials, I found a solution and made anatomical adjustments to the skeleton. Now, combined with a proper mesh and the new skeleton, bends and other bone poses work much more accurately—at the elbows, shoulders, back, hips, pelvis, and knees. Animations also run smoothly without any issues. The screenshots show examples: a body with the standard COCO CBBE mesh and the skeleton I corrected. I don’t use any scripts for bending.

SkyrimSE 2026-10-13 17-18-19_1.png

SkyrimSE 2026-10-13 17-18-40_2.png

SkyrimSE 2026-10-13 17-21-20_3.png

SkyrimSE 2026-10-13 17-24-12_4.png

SkyrimSE 2026-10-13 17-36-01_5.png

SkyrimSE 2026-10-13 17-54-37_6.png

It looks amazing! Could you share this skeleton, or let me know how and in which program to edit it?

Posted
35 minutes ago, Martin1313 said:

It looks amazing! Could you share this skeleton, or let me know how and in which program to edit it?

Thank you, Martin1313! I also want to apologize to the author of this thread for starting a discussion unrelated to the mod. I’m currently performing final tests on the modified male and female skeletons, and I’ll have everything finished by next week. I’ll post an update on my Lowerslab page—stay tuned for the announcement!

Posted
3 hours ago, LadySnejana said:

The author did a great job, but there is a more radical and proper solution—specifically, fixing the XPMS skeleton as it comes in the base version, which is frankly terrible. I spent half a year on this, and after many experiments and trials, I found a solution and made anatomical adjustments to the skeleton. Now, combined with a proper mesh and the new skeleton, bends and other bone poses work much more accurately—at the elbows, shoulders, back, hips, pelvis, and knees. Animations also run smoothly without any issues. The screenshots show examples: a body with the standard COCO CBBE mesh and the skeleton I corrected. I don’t use any scripts for bending.

SkyrimSE 2026-10-13 17-18-19_1.png

SkyrimSE 2026-10-13 17-18-40_2.png

SkyrimSE 2026-10-13 17-21-20_3.png

SkyrimSE 2026-10-13 17-24-12_4.png

SkyrimSE 2026-10-13 17-36-01_5.png

SkyrimSE 2026-10-13 17-54-37_6.png

it looks amazing indeed.

Posted
5 hours ago, LadySnejana said:

The author did a great job, but there is a more radical and proper solution—specifically, fixing the XPMS skeleton as it comes in the base version, which is frankly terrible. I spent half a year on this, and after many experiments and trials, I found a solution and made anatomical adjustments to the skeleton. Now, combined with a proper mesh and the new skeleton, bends and other bone poses work much more accurately—at the elbows, shoulders, back, hips, pelvis, and knees. Animations also run smoothly without any issues. The screenshots show examples: a body with the standard COCO CBBE mesh and the skeleton I corrected. I don’t use any scripts for bending.

There's a few issues with modifying the base XP32 skeleton:

  • Animations baked on the original XP32 rig will no longer line up properly. Like if an animation has a handjob, it's likely the hand will not be at the intended position due to changing the local offset of the shoulder bone. Changing the knee joints can also misaligned animations pretty significantly 
  • All your meshes have to be authored for that specific skeleton

That said, your mod would still be loved by screen archers. 

 

For something like your change, I would shoot for a full body upgrade (Like UBE) not just the skeleton since it'll already require everything to be updated. 

 

You could help the guys in the UBE discord with UBE 3 too. We've been working on something like this too using corrective bones/sliders. I think you'd like the UBE 3 body too, it's pretty damn good. Somehow an upgrade from the original UBE 2 body which was already good. 

Posted (edited)
2 hours ago, asdt123123 said:

There's a few issues with modifying the base XP32 skeleton:

  • Animations baked on the original XP32 rig will no longer line up properly. Like if an animation has a handjob, it's likely the hand will not be at the intended position due to changing the local offset of the shoulder bone. Changing the knee joints can also misaligned animations pretty significantly 
  • All your meshes have to be authored for that specific skeleton

That said, your mod would still be loved by screen archers. 

 

For something like your change, I would shoot for a full body upgrade (Like UBE) not just the skeleton since it'll already require everything to be updated. 

 

You could help the guys in the UBE discord with UBE 3 too. We've been working on something like this too using corrective bones/sliders. I think you'd like the UBE 3 body too, it's pretty damn good. Somehow an upgrade from the original UBE 2 body which was already good. 

how do i help with UBE 3 ? Im in the discord and didn't even know it was close to being out

 

 

that aside though holy shit its works well

Edited by billypnats

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