Mata4Nui Posted January 29, 2019 Posted January 29, 2019 15 hours ago, Mata4Nui said: Here is the new log: Reveal hidden contents FNIS Behavior V7.4.5 2019. 01. 28. 21:48:35 Skyrim 32bit: 1.9.32.0 - F:\SteamPowered\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: * xp32's "New Animation for Running with Bow" Patch: * xp32's "New Animation for 1H Weapon" Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 493 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DD3 V4.1.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 102 alternate animations) ... Reading DDSL V4.0.0 ... Reading FNISBase V7.4.5 ... Reading SexLab V1.62 ... Reading SexLabAroused V?.? ... Reading SexLabCreature V1.61 ... Reading skyrim romance animated V3.0 ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... All Anim Lists scanned. Generating Behavior Files... 17 GENDER modifications for Animations\male 22 GENDER modifications for Animations\female Alternate Animation mods: 4 sets: 41 total groups: 180 added file slots: 1388 alternate files: 1089 Creature Pack not installed 3683 animations for 11 mods successfully included (character) 0 possible consistence issues I think we have successfully solved the 2 warnings. I'l see if it runs smoothly, I have a save file where the only thing to do is equip the hobble dress... Nope, the crash still occurs. I don't know what is missing - I have everything that is required for the stuff to work... I am clueless. Edit: I have installed the CrashFix Mod from the nexusa dn it has the following message for me : "Warning! SKSE memory fix is not active on your game! Make sure "Data/SKSE/SKSE.ini" has DefaultHeapInitialAllocMB=768 or higher under [Memory]. If using Mod Organiser try adding - forcesteamloader to SKSE startup options. You can disable this warning from Data/SKSE/Plugins/CrashFixPlugin.ini" by setting "WarnSKSEMemoryPatch" to 0." When the game crashes, it also says taht I have the skeleton badly installed, though it was the first thing to be installed in the game (after SKSE of course).
WolfieMate Posted January 29, 2019 Posted January 29, 2019 DDX isn't properly installing to my bodyslide and it's created an entire bodyslide folder outside of calientetools. Is there a way I can transfer it into bodyslide without any problems?
WolfieMate Posted January 29, 2019 Posted January 29, 2019 53 minutes ago, Mata4Nui said: Nope, the crash still occurs. I don't know what is missing - I have everything that is required for the stuff to work... I am clueless. Does it happen to any other DDX items?
Zaflis Posted January 29, 2019 Posted January 29, 2019 2 hours ago, WolfieMate said: DDX isn't properly installing to my bodyslide and it's created an entire bodyslide folder outside of calientetools. Is there a way I can transfer it into bodyslide without any problems? Transfer DDX to Bodyslide? I think you have misunderstood somewhere how it works. You shouldn't be installing anything into bodyslide itself. Just install DDX as a normal mod like any other, and then run FNIS and Bodyslide, selecting body+preset and batch build all. If you use MO, the bodyslide must be started from within MO itself, not file explorer.
WolfieMate Posted January 29, 2019 Posted January 29, 2019 9 minutes ago, Zaflis said: Transfer DDX to Bodyslide? I think you have misunderstood somewhere how it works. You shouldn't be installing anything into bodyslide itself. Just install DDX as a normal mod like any other, and then run FNIS and Bodyslide, selecting body+preset and batch build all. If you use MO, the bodyslide must be started from within MO itself, not file explorer. In the post that I made that u were in I found out that devious devices expansions groups and stuff weren't properly going in bodyslide so I couldn't build it therefore invisible bodies and no textures
JuliusXX Posted January 29, 2019 Posted January 29, 2019 4 hours ago, Mata4Nui said: Nope, the crash still occurs. I don't know what is missing - I have everything that is required for the stuff to work... I am clueless. Edit: I have installed the CrashFix Mod from the nexusa dn it has the following message for me : "Warning! SKSE memory fix is not active on your game! Make sure "Data/SKSE/SKSE.ini" has DefaultHeapInitialAllocMB=768 or higher under [Memory]. If using Mod Organiser try adding - forcesteamloader to SKSE startup options. You can disable this warning from Data/SKSE/Plugins/CrashFixPlugin.ini" by setting "WarnSKSEMemoryPatch" to 0." When the game crashes, it also says taht I have the skeleton badly installed, though it was the first thing to be installed in the game (after SKSE of course). Here are some hints to that CrashFix message and how to make Skyrim a bit more stable: IMPORTANT: 1) DISABLE SSME/SKSE memory patch (only the memory patch, if you're using it). Both of these ways to allocate more memory are outdated and less effective than the option below. (This means that the above mentioned DefaultHeapInitialAllocMB=768 shouldn't be used anymore so set the "WarnSKSEMemoryPatch" to 0") 2) Install Crash Fixes. On its page, carefully read about "memory allocation". Activate it and tweak to fit your current mod setup. 3) Also, be sure to use ENBoost together with Crash Fixes, even if you don't have ENB. After you installed Crash Fixes via mod manager, do the next: 1) Install "SKSE Plugin Preloader" (http://www.nexusmods.com/skyrim/mods/75795/?). Download, unzip and place D3DX9_42 to your Skyrim folder (where your TESV.exe is, not in the /data folder). 2) Go to /data/SKSE/plugins/CrashFixPlugin.ini and open it with any text redactor (notepad for example). 3) Find and set UseOSAllocators to 1 (UseOSAllocators=1) 4) Find and set CustomMemoryBlock to 1 (CustomMemoryBlock=1) 5) Find and set MemoryInfoConsole to 1 (MemoryInfoConsole=1) 6) Launch Skyrim and open console "~" button. 7) Look on maximum memory block load. If it's 90% or higher - exit game and find CustomMemoryBlockTotalSizeMb value. Set it a bit higher (for example, if it was 110, set it to 120. Original value is 64), save .ini files, launch Skyrim and check memory block load again. Do this until maximum load won't be higher that 85-90% (check this in populated towns or combat). Attached are samples of my skse.ini and crashfixplugin.ini. SKSE.ini EDIT: For some reason I cannot attach the crashfixplugin.ini as a file. So here it is in a text mode. Quote [Patch] ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=1 ; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt ; If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty! ; If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear. ; This setting's value is treated as flags where: ; 1 - enabled (TL;DR set this for normal enable) ; 2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default) ; 4 - don't ignore already known crashes, usually ones that display a message box are ignored ; 8 - append file if it already exists instead of replacing ; 16 - when the game crashes CTD without a message box about game stopped responding RecordCrashInfo=0 ; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt" LogMessageToFile=1 ; Info: Warn user on startup if ENB settings are incorrect. WarnBadENB=1 ; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used ; but heap allocate did not allocate this object to have 16 align. Crash happens more frequently ; with high Ugrids because more cells are loaded and greater chance to misalign. ; Solution: Could align only this object or align all objects. Trying with all to see what happens since ; same error could be elsewhere as well and I think I have seen it elsewhere. ; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled! ; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times. ; It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced ; any incompatibility with ENB, some people say it messes up their game that's why I wrote it here. AlignHeapAllocate=1 ; Info: Game crashes when strcmp is passed NULL char* ; Address: D573A8 ; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), ; tracked issue to skeleton was deleted in another thread while ; this function is attempting to use it. Have seen in other places ; too. ; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. ; If patched in foot IK it pops up in hand IK, the problem is larger than just this. ; Still enabled because it may fix crashes in other places too this is a very common function. ; There's really no reason not to have it since the game would crash certainly with this off. ; Enable one. NoTry may be slightly faster but catches less crashes. StrCmp=1 ;StrCmpNoTry=1 ; Info: Game crashes when strlen is used on NULL char* ; Address: 46EDF0 ; Cause: NiNode names are compared, one of the NiNode's name is NULL. ; Code: ; NiNode ** v72 = NiNode::children.data - this is iterated until count ; NiNode * v69 = ... ; const char * v56 = v69->name; ; if ( v56 ) ; { ; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ? ; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere! ; } ; Solution: Unknown, temporarily bypass whole strcmp since it's unused. ; Result: Seems to have stopped the crash for me. StrLen=1 ; Info: Unknown, reported as loading save game. ; Address: 8B437C - vtable seems to be 0 or wrong pointer is used. ; Solution: Skip since this is the last part of the function and already has a check anyway UnkUniqueId=1 ; Info: Unknown, reported as loading save game. Possibly related to rendering. First ; argument is gNiDX9Renderer->unk_650 which is a pointer. ; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it ; Solution: Bypass using argument if it's null. Maybe doesn't fix. Render650=1 ; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) ; Address: 4D4EB9 - vtable of base form is 0 ; Solution: Bypass and pretend that base form is 0 since the function does this check itself already UnkObjRef4D4EB0=1 ; Info: Game is saving location's seen data to save game. The data is NULL. ; Address: 4C6031 ; Cause: Game doesn't check for null pointer ; Code: ; TESObjectCELL * v3 = ... ; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData); ; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked ; v5 is IntSeenData, size is known. ; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead. NullSeenData=1 ; Info: BSFixedString::Set is called with NULL argument. ; Address: A51285 ; Solution: Ignore call when NULL argument. Not really a solution probably better than crashing though. StringRefSetNull=1 ; Info: This crash happens because StrLen crash was prevented. ; Address: 46EE1D ; Solution: Skip over it. ; Result: See StrLen. SkipStrLenCrash=1 ; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph. ; One of the more common crashes I get. ; Address: C27A8F ; Solution: Don't know, trying to let game think the value is 0 and see what happens. ; Result: Haven't had this crash since. bhvGraphUpdateLoad=1 ; Info: Crash happens during loading, no idea. Might be related to rendering. ; Address: D822D8 ; Solution: Tried patch something but it probably doesn't work. Unk11=1 ; Info: Incompatible skeleton, but could be something else too. ; Address: 46ECF5 - NiNode children access ; Solution: No solution from here, but since it's going to crash anyway we could at least ; warn user about possible incompatible skeleton and let them fix it. Shows messagebox MissingNode=1 ; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address. ; Address: 6F3A31 ; Solution: Check index before calling. ; Result: Haven't had this crash since. IndexError1=1 ; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns ; NULL and game does not check or expect this to happen. ; Address: 76E358 ; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned. MovementPlannerAgentWarp=1 ; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables. ; Normally these crashes are fixed by aligning allocated memory with 16 bytes. But ; this one isn't because it can be used on static memory locations which aren't using ; Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned. ; Address: DDB0B2 ; Solution: Use movups instruction instead of movaps. UnallocatedMovaps=1 ; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens. ; Address: 437604 ; Solution: return 0 if this crash would happen. ; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence. CellNullCrash=1 ; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile; ; This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return ; NULL and in 90% of places the game expects this and checks for NULL result, this patch will ; fix the remaining locations. ; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF ; Solution: Check for NULL and skip (depends on location) if it is. GetMainMagicEffect=1 ; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected ; for game because it uses the result without checking for NULL. This whole thing has something to do ; with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and ; "MountInteraction" vtable. Also it seems that this has something to do with updating position. ; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific ; error with a mod. Instead we will show error message to user when this happens so they can ; fix or uninstall that mod. ; Address: 6E7F85 ; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because ; we only take X and Y position from it. ; Solution2: Show error message and crash after. MountNodeCrash=0 MountNodeWarn=1 ; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me. ; So we will display a message box when this crash happens. Seems related to the ; StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations. ; Address: BFECC1 ; Solution: No solution from here, display warning with helpful tips. IKCrashWarn=1 ; Info: Crash happens when rendering and saving. I think this is when it renders the save game image. ; if ( v8 ) // <- not null ; { ; if ( v8 ) ; v9 = *(v8 + 8); // <- *(v8 + ? is null ; else ; v9 = 0; ; v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null ; + *(v9 + 136) * *a2 ; + *(v9 + 144) * *(a2 + 8); ; v21 = v10 - *(*(v8 + ? + 148) * a3; ; } ; Address: CB051A ; Solution: We will skip this if block when *(v8 + ? is null, as if v8 was null. RenderSave=1 ; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller. ; Seems like vtable is NULL. ; Address: 76636B ; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen. MoveControllerCast=1 ; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get ; vtable of NULL pointer which will crash. ; if ((*a2 + 76)(a2, a1)) // a2 is null ; { ; *(0x1BA9344) = a1; ; *(0x1BA9340) = a2; ; } ; else ; { ; *(0x1BA9340) = 0; ; *(0x1BA9344) = 0; ; } ; Address: CAF9F7 ; Solution: Skip function call and set return value to false so we don't have to use the NULL value. SaveRenderCrash=1 ; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people. ; It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it. ; NiNode * node = a->GetLoadedStateNiNode(); ; v2 = node->(*(vtable+0x14))(); // <- node is NULL ; if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway ; Address: 4C119E ; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part. ; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type. NullLoadedNodeIgnore=0 NullLoadedNodeNotify=1 ; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in ; some other places it does check for this possibility. ; Address: 690A69 NullActorBaseForm=1 ; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often ; when script engine is lagged and spells want to modify actor values a lot. ; Address: 6E07C6 AVSetCrash=1 ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 ; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to ; click New, Continue or Load in main menu. Still lets you play the game, just shows a warning. WarnSKSEMemoryPatch=1 ; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled. ; Address: 4BD832 FixMovApsManuallyIfAlignedAllocateIsDisabled=1 ; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to ; say if it's safe or not. At this point it's just here for testing. OverwriteArrayAllocator=0 ; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world. ; Address: 69B84B NullPlayerNode=1 ; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected ; and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than ; just this, if you prefer to crash instead disable it. ; Address: 4D9D09 NullBaseFormMove=1 ; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes. ; This ends up in a NULL pointer crash. ; v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not. ; for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL. ; Address: 46CA06 NullRefNode=1 ; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes. ; Address: 561FF7 NullOutfitEntry=1 ; Info: Actor is being deleted and base form is NULL. ; Address: 6BAC9A ActorDeleteNullBase=1 ; Info: Does two things: ; 1. Tracks the last X files opened by game. ; 2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing ; those files. ; This can be helpful to track down a corrupted NIF file. DebugStream=1 ; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will ; see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value. WarnTextureFailure=1 ; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected. ; Address: 5A8808 NullParentNode=1 ; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root ; directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach ; main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option. RunAllocatorBenchmark=0 ; Info: How many objects to allocate and free for each size (8, 12 and 16). CountAllocatorBenchmark=1000000 ; Info: How many times to run each test. TimesAllocatorBenchmark=2 ; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance ; of thread-safe code. ThreadsAllocatorBenchmark=1 ; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators ; is not enabled. CustomMemoryBlock=1 ; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block. ; Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff! CustomMemoryBlockTotalSizeMb=130 ; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled. ; This can help you tweak the CustomMemoryBlockTotalSizeMb value. MemoryInfoConsole=1 ; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok. ; Address: EBC0A6 and ECD92E EnderalSpecific=1 ; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's ; effect list. FixUnsafeEffectList=1 ; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID. ; Address: 8368B1 WarnNullCombatStyle=1 ; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use. ; May reduce performance. HighFrequencyOSTimer=0 ; Info: Make game's update timer more accurate. This is for debug only! Don't use. HighFrequencyGameTimer=0 1
Morferous Posted January 29, 2019 Posted January 29, 2019 1 hour ago, WolfieMate said: In the post that I made that u were in I found out that devious devices expansions groups and stuff weren't properly going in bodyslide so I couldn't build it therefore invisible bodies and no textures - Reinstall all DD mods and BodySlide in MO. - Make sure that tool link made from Data tab for BodySlide is created correctly. - Create an empty mod folder for MO. Name it something like Output BodySlide and set it active. - Hit Left CTRL in BodySlide, when you run the Batch Build. Select Output BodySlide folder as target folder. Everything goes there automatically. That should solve your problem.
Zaflis Posted January 29, 2019 Posted January 29, 2019 1 hour ago, WolfieMate said: In the post that I made that u were in I found out that devious devices expansions groups and stuff weren't properly going in bodyslide so I couldn't build it therefore invisible bodies and no textures It should look like this in explorer after MO installed them: They are in isolated folders but bodyslide will still find all DD, it's because any app launched from MO will be virtualized. Bodyslide thinks those files are in \Skyrim\data\ . It is right and wrong... it's an illusion of sort ? While actual data folder is almost empty, just files that Steam installed and possible ENB and SKSE files.
worik Posted January 29, 2019 Posted January 29, 2019 1 hour ago, JuliusXX said: EDIT: For some reason I cannot attach the crashfixplugin.ini as a file. So here it is in a text mode. AFAIK it is part of the site settings. ? Just rename it as something.txt or package it in an archive. It should work that way.
WolfieMate Posted January 30, 2019 Posted January 30, 2019 12 hours ago, Morferous said: - Reinstall all DD mods and BodySlide in MO. - Make sure that tool link made from Data tab for BodySlide is created correctly. - Create an empty mod folder for MO. Name it something like Output BodySlide and set it active. - Hit Left CTRL in BodySlide, when you run the Batch Build. Select Output BodySlide folder as target folder. Everything goes there automatically. That should solve your problem. I did all that but some stuff like the catsuit looked like a zipsuit and some things like the hobble dress was still invisible and I didn't have the hopping animation. I think there's something wrong with DDX and how it's going into the files
WolfieMate Posted January 30, 2019 Posted January 30, 2019 14 hours ago, Zaflis said: It should look like this in explorer after MO installed them: They are in isolated folders but bodyslide will still find all DD, it's because any app launched from MO will be virtualized. Bodyslide thinks those files are in \Skyrim\data\ . It is right and wrong... it's an illusion of sort ? While actual data folder is almost empty, just files that Steam installed and possible ENB and SKSE files. and also that looks nothing like mine. Are you in appdata MO or skyrim data?
Zaflis Posted January 30, 2019 Posted January 30, 2019 3 hours ago, WolfieMate said: and also that looks nothing like mine. Are you in appdata MO or skyrim data? This was in: D:\pelit\Skyrim\MO\mods\ (in my language Pelit = Games) But we can continue troubleshooting in the other thread: https://www.loverslab.com/topic/115790-devious-devices-bodyslide-not-correctly-creating-meshes/?tab=comments#comment-2512073 It seemed you indeed had NMM installed as well as MO. It meant troubles.
Morferous Posted January 30, 2019 Posted January 30, 2019 6 hours ago, WolfieMate said: and also that looks nothing like mine. Are you in appdata MO or skyrim data? Remind me, which version of MO you are using? This is how these files look in my Mod Organizer. BodySlide is lower in the list and added as MO application from Data-tab.
WolfieMate Posted January 30, 2019 Posted January 30, 2019 19 minutes ago, Morferous said: Remind me, which version of MO you are using? This is how these files look in my Mod Organizer. BodySlide is lower in the list and added as MO application from Data-tab. using mo2 and yes thats how it looks
Mata4Nui Posted January 30, 2019 Posted January 30, 2019 21 hours ago, JuliusXX said: Here are some hints to that CrashFix message and how to make Skyrim a bit more stable: IMPORTANT: 1) DISABLE SSME/SKSE memory patch (only the memory patch, if you're using it). Both of these ways to allocate more memory are outdated and less effective than the option below. (This means that the above mentioned DefaultHeapInitialAllocMB=768 shouldn't be used anymore so set the "WarnSKSEMemoryPatch" to 0") 2) Install Crash Fixes. On its page, carefully read about "memory allocation". Activate it and tweak to fit your current mod setup. 3) Also, be sure to use ENBoost together with Crash Fixes, even if you don't have ENB. After you installed Crash Fixes via mod manager, do the next: 1) Install "SKSE Plugin Preloader" (http://www.nexusmods.com/skyrim/mods/75795/?). Download, unzip and place D3DX9_42 to your Skyrim folder (where your TESV.exe is, not in the /data folder). 2) Go to /data/SKSE/plugins/CrashFixPlugin.ini and open it with any text redactor (notepad for example). 3) Find and set UseOSAllocators to 1 (UseOSAllocators=1) 4) Find and set CustomMemoryBlock to 1 (CustomMemoryBlock=1) 5) Find and set MemoryInfoConsole to 1 (MemoryInfoConsole=1) 6) Launch Skyrim and open console "~" button. 7) Look on maximum memory block load. If it's 90% or higher - exit game and find CustomMemoryBlockTotalSizeMb value. Set it a bit higher (for example, if it was 110, set it to 120. Original value is 64), save .ini files, launch Skyrim and check memory block load again. Do this until maximum load won't be higher that 85-90% (check this in populated towns or combat). Attached are samples of my skse.ini and crashfixplugin.ini. SKSE.ini EDIT: For some reason I cannot attach the crashfixplugin.ini as a file. So here it is in a text mode. This is the message I get. I'm getting tired of constantly being fucked over by this game again and a gain and a gain. I just wanna equip a god damn hobble dress, for fuck's sake. I'm either very bad at downloading requirements or I'm su fucking stupid itsa miracle how I'm still able to breathe.
JuliusXX Posted January 30, 2019 Posted January 30, 2019 1 hour ago, Mata4Nui said: This is the message I get. I'm getting tired of constantly being fucked over by this game again and a gain and a gain. I just wanna equip a god damn hobble dress, for fuck's sake. I'm either very bad at downloading requirements or I'm su fucking stupid itsa miracle how I'm still able to breathe. That instruction was merely meant for this: Edit: I have installed the CrashFix Mod from the nexusa dn it has the following message for me : "Warning! SKSE memory fix is not active on your game! Make sure "Data/SKSE/SKSE.ini" has DefaultHeapInitialAllocMB=768 or higher under [Memory]. If using Mod Organiser try adding - forcesteamloader to SKSE startup options. You can disable this warning from Data/SKSE/Plugins/CrashFixPlugin.ini" by setting "WarnSKSEMemoryPatch" to 0." For the CTD with the hobble dress I can't give any better instructions than those given by the CrashFixes mod: 1. Have XPMS installed (latest version here) 2. Check that it is not overwritten by any other mod 3. Install and run FNIS (latest version here). If using Mod Organizer, it must be installed and run through the Mod Organizer. 1
Mata4Nui Posted January 30, 2019 Posted January 30, 2019 3 hours ago, JuliusXX said: That instruction was merely meant for this: Edit: I have installed the CrashFix Mod from the nexusa dn it has the following message for me : "Warning! SKSE memory fix is not active on your game! Make sure "Data/SKSE/SKSE.ini" has DefaultHeapInitialAllocMB=768 or higher under [Memory]. If using Mod Organiser try adding - forcesteamloader to SKSE startup options. You can disable this warning from Data/SKSE/Plugins/CrashFixPlugin.ini" by setting "WarnSKSEMemoryPatch" to 0." For the CTD with the hobble dress I can't give any better instructions than those given by the CrashFixes mod: 1. Have XPMS installed (latest version here) 2. Check that it is not overwritten by any other mod 3. Install and run FNIS (latest version here). If using Mod Organizer, it must be installed and run through the Mod Organizer. Okay, I have fixed it (sort of, textures keep disappearing on me). The thing I found was here: https://forums.nexusmods.com/index.php?/topic/4856695-skyrim-crash-due-to-a-missing-ninode/ The missing NiNode issue was solved by reinstalling XPMSE, I can now enjoy the freedom of that hobble dress (heh, freedom - hobble dress... get it? Okay I'll see myself out ) Edit: Thank you everyone for the help! I learned a few things: like-minded people always help the other out very quickly and we get along pretty well, I think. Cheers for the modmakers and the hlepful people here!
skyrimguru Posted February 2, 2019 Posted February 2, 2019 Hi I am looking for the .nfi file for bodyslide for red Ebonite Chastity Harness. Can sombody help me pls.
Zaflis Posted February 2, 2019 Posted February 2, 2019 3 hours ago, skyrimguru said: Hi I am looking for the .nfi file for bodyslide for red Ebonite Chastity Harness. Can sombody help me pls. Devious\Expansion\HarnEboniteBody_go.nif (from DDX in TES5Edit) Only modders really need to know this sort of things though, the bodyslide configs for batch build are made so they fit at least CBBE and UNP bodies. Are you using a custom race?
SleepyJim Posted February 2, 2019 Posted February 2, 2019 6 hours ago, skyrimguru said: Hi I am looking for the .nfi file for bodyslide for red Ebonite Chastity Harness. Can sombody help me pls. 2 hours ago, Zaflis said: Devious\Expansion\HarnEboniteBody_go.nif (from DDX in TES5Edit) Only modders really need to know this sort of things though, the bodyslide configs for batch build are made so they fit at least CBBE and UNP bodies. Are you using a custom race? The _go.nifs are ground object nifs attached to the Armor entry for the item. They exist in the game world if the item is dropped or is there to be picked up, and in the menu where you can inspect the model. They aren't the meshes that are actually worn. I can't get to my game files to check right now, but the worn versions will usually have the same file name with _0 and _1 instead of the _go at the end, and are attached to the Armor Addon for the item. So in this case, it's likely HarnEboniteBody_0.nif and HarnEboniteBody_1.nif, one of them for the zero character weight version and one for the full weight. The one you see on your character will be either of those, or a mix of the two if your character is between 0 and 1 weight. 1
Zaflis Posted February 2, 2019 Posted February 2, 2019 1 hour ago, SleepyJim said: The _go.nifs are ground object nifs attached to the Armor entry for the item. Good catch, i'm not sure why i didn't spot the _0 and _1 in the file. I scrolled all the way from beginning to end of it. I got a theory on the original issue though... Doesn't the stomach look a little bit swollen? It would mean he has propably already built the body for both weights, but didn't do it with morphs.
kaldwin Posted February 2, 2019 Posted February 2, 2019 So we've got large ball gags. What about large ring and panel gags? Would definitely reduce the clipping of oral sex scenes
Lord Hardon Dickon Posted February 2, 2019 Posted February 2, 2019 I tried to download this new version a lot of times but every time it stops at +/- 130MB. I tried to download directly from the Github page too but didn't worked either. Could you guys provide some mirror, please? ?
SleepyJim Posted February 3, 2019 Posted February 3, 2019 1 hour ago, OdlanaviX said: I tried to download this new version a lot of times but every time it stops at +/- 130MB. I tried to download directly from the Github page too but didn't worked either. Could you guys provide some mirror, please? ? On 12/8/2018 at 10:28 PM, SleepyJim said: Give the link in this post a try.
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