legraf Posted March 3, 2019 Posted March 3, 2019 Edited: never mind the below... with a new game (but the same mods, strangely), the boots work fine. Sorry for raising a fuss.  There is a problem with the Transparent Restrictive Boots - they make the underlying calf area of the body itself (really from ankle up to mid-shin and mid-calf) transparent.  This is "transparent restrictive boots" ( xx047BFC for the inventory model, xx047BF6 is what's added to the character), using EbRestrictiveBoots_Clear_1.nif.  Thanks to Lupine00 for the technical help, it looks like the problem is that the boots use slots 37, 38, and 53 - preventing the rendering of the underlying body part in slot 38. (Also 37, but the boots come with a foot model for that slot). Because these boots are transparent, the effect is that the calves are fully see-through, as if nothing exists between knee and foot.  Apparently the boots are no larger than the underlying calf, so letting the leg render by removing the use of slot 38 leads to a mess.
Zaflis Posted March 4, 2019 Posted March 4, 2019 5 hours ago, legraf said: There is a problem with the Transparent Restrictive Boots - they make the underlying calf area of the body itself (really from ankle up to mid-shin and mid-calf) transparent. This mod came out in january: Â However, if boots for you look like neither of those it's propably not installed correctly.
legraf Posted March 4, 2019 Posted March 4, 2019 On 3/3/2019 at 9:11 PM, Zaflis said: This mod came out in january:  (...)  However, if boots for you look like neither of those it's propably not installed correctly.  Oops, nothing to see here, the problem was me, and my ancient, bloated save.  Thank you for trying Zaflis, but this is not the fix. The file is installed correctly, I believe the boot is simply made wrong.  In the support thread for the foot-fix you kindly linked, the fix author (quoted below) also indicates that his fix doesn't address the calf problem with the boots, which must be fixed in the .nif and .esp. I presume he means enlarging the boot slightly to avoid clipping with the leg (in .nif) and removing the claim on slot 38 (so the boot doesn't hide the calf). Though perhaps it would be easier to add a leg model to the .nif instead? Not my area of expertise. But either way, it should be addressed in DDX directly.  On 1/22/2019 at 1:16 PM, MaikCG said: No, with cutting calves part (slot 38) it does not help... all parts using calves slot need to be fixed in nif and esp for uniformity. Here only the foot geometry and its corrected lighting.
MaikCG Posted March 4, 2019 Posted March 4, 2019 So it seems to me that you are using either modified vanilla armor, or a compound armor that uses slot 38, but left open area of the calves. (in most cloths mods uses only 32 body slots not worrying about 38 34, but there are exceptions) Â If you add this part of the leg to boot, then there will be a jitter with the intersection of the body geometry when slot 38 is not involved, because bodyslide body reference does not use calves and forearms parts, only main body 32. Â If you remove the 38 slot from the boot, then this part will not be hidden when wearing HobbleDress, most likely you will need to stretch dress mesh and edit the skin in the legs Or reconcile with the intersection of geometry boots and dress.
legraf Posted March 5, 2019 Posted March 5, 2019 19 hours ago, MaikCG said: So it seems to me that you are using either modified vanilla armor, or a compound armor that uses slot 38, but left open area of the calves. (in most cloths mods uses only 32 body slots not worrying about 38 34, but there are exceptions)  If you add this part of the leg to boot, then there will be a jitter with the intersection of the body geometry when slot 38 is not involved, because bodyslide body reference does not use calves and forearms parts, only main body 32.  If you remove the 38 slot from the boot, then this part will not be hidden when wearing HobbleDress, most likely you will need to stretch dress mesh and edit the skin in the legs Or reconcile with the intersection of geometry boots and dress. Thank you, MaikCG ... I understand more about how the body model works now, and see that it's not the boot itself. It happens wearing nothing but the boots, but is the fault of something baked into my save... with a new game, the boots work fine.
cadejocr Posted March 6, 2019 Posted March 6, 2019 Download the file twice and the rar is broken. Anyone know an anternative to download it.
worik Posted March 6, 2019 Posted March 6, 2019 2 hours ago, cadejocr said: Download the file twice and the rar is broken. Anyone know an anternative to download it. If you are talking a bout a zip file, yes. And you could have known it too. It's re-posted on this very same page.
restrict Posted March 7, 2019 Posted March 7, 2019 Just found out that transparent restrictive boots will make other leg stuff invisible, etc. Ankle chain, leg cuffs...., other boots seems don't have this issue.
Warmsusu1995 Posted March 11, 2019 Posted March 11, 2019 when I put on a full body suit that part of my character is invisible how do I fix? Â
Laura Posted March 11, 2019 Posted March 11, 2019 3 hours ago, Warmsusu1995 said: when I put on a full body suit that part of my character is invisible how do I fix? Â Sounds like you forgot to use BodySlide to build the devices.
restrict Posted March 13, 2019 Posted March 13, 2019 A little glitch with Corset, they'll make item at slot 49 disappear, I think it's on purpose because some of them have belt with it. But when there's no belt with it, it seems odd and some of chastity belt will disappear (not all) as well. Three image below all have pants wearing, but you can see only third image show up. Â Â
xyzxyz Posted March 16, 2019 Posted March 16, 2019 I have a problem with the breast piercings. They always clip to the side or halfway through the body. Strangely when I open the racemenu they fit well. I used bodyslide often.
caygo Posted March 18, 2019 Posted March 18, 2019 does anyone know if it is possible to change the render item mesh for the restrictive collar in the creation kit?
HyperonicX Posted March 18, 2019 Posted March 18, 2019 30 minutes ago, caygo said: does anyone know if it is possible to change the render item mesh for the restrictive collar in the creation kit? I'd recommend creating a new mod with DDE (and all its requirements) as dependencies, then make the change in the new mod, which will override DDE on the part you're changing. The rest will be untouched. Â That way there won't be any incompatibilities when upgrading. Â I do this sort of stuff all the time, because I'm not always happy with the changes, and like to fix any incompatibilities with other mods by doing it this way. Â On 3/16/2019 at 10:42 AM, xyzxyz said: I have a problem with the breast piercings. They always clip to the side or halfway through the body. Strangely when I open the racemenu they fit well. I used bodyslide often. Are you talking about those iron clamps, or the regular piercings? If it's the iron ones, the clamps, then it's understandable, cause it happens to me too. I've been unable to fix that problem, and just gave up on it. Â If it's the normal ones, then you need to run bodyslide to correspond to the body type you have. That's the only suggestion I can give.
xyzxyz Posted March 18, 2019 Posted March 18, 2019 31 minutes ago, HyperonicX said: Are you talking about those iron clamps, or the regular piercings? If it's the iron ones, the clamps, then it's understandable, cause it happens to me too. I've been unable to fix that problem, and just gave up on it.   If it's the normal ones, then you need to run bodyslide to correspond to the body type you have. That's the only suggestion I can give. I was talking about the iron clamps or rings. The others (soul gems) tend to float a few centimetres in front of the breast. Happens with PC and NPCs.
caygo Posted March 19, 2019 Posted March 19, 2019 does anyone know if it is possible to change the render item mesh for the restrictive collar in the creation kit? I've created a new mod but for whatever reason every time I equip a color variant of the restrictive collar, the model reverts to the original mesh., I couldn't find a render device for the white red and eb variants. I changed the transparent version and it worked fine, but all the other colors go back to the original mesh  Â
HyperonicX Posted March 19, 2019 Posted March 19, 2019 2 hours ago, xyzxyz said: I was talking about the iron clamps or rings. The others (soul gems) tend to float a few centimetres in front of the breast. Happens with PC and NPCs. Yeah, those are problematic, but haven't been resolved as far as I know.
xyzxyz Posted March 19, 2019 Posted March 19, 2019 I have a problem with all breast piercings. They move and clip through the body during walking or other movements like sex. They move to the sides of the body although the breasts don't move. I doubt that uunp breast can move because they are too small for big swinging to the left/right or up/down. Is there a setting to reduce the movement of the piercings? It looks stupid if they swing in the air.
ImpishlyIt Posted March 24, 2019 Posted March 24, 2019 On 11/1/2018 at 2:05 PM, Kimy said: Ok, here is the MEGA mirror for those experiencing issues with GitHub:  https://mega.nz/#!eNc3VSoL!-tBekJUbE78NiIKA5S5SNnyWU2DTmVob6DnyDUiL-ds  Enjoy! Thank you so much!
BabsStabs Posted April 4, 2019 Posted April 4, 2019 Apologies if this is an issue that's been answered countless times, I've tried to search for it but I can't quite find an answer. Â Whenever a restraining devious device (armbinder, yoke, etc.) is attached to my character, the animation for the arms doesn't play to match the device. However, if I save the game and then reload with the device already equipped, I'll get a message from SD saying that the animation is reset, and it will work from there. Â I initially figured the culprit was FNIS Sexy Move, but after uninstalling that and testing it out, the problem still persists. I also tried uninstalling SD, but that didn't fix the issue either. When I run FNIS, I get 0 errors and 0 warnings. I don't care -too- much about the process being automatic, if there was a console command or hotkey I could press to get the animation to work without having to save/reload, that would be an acceptable fix for me.
josh97 Posted April 5, 2019 Posted April 5, 2019 19 hours ago, BabsStabs said: Apologies if this is an issue that's been answered countless times, I've tried to search for it but I can't quite find an answer. Â Whenever a restraining devious device (armbinder, yoke, etc.) is attached to my character, the animation for the arms doesn't play to match the device. However, if I save the game and then reload with the device already equipped, I'll get a message from SD saying that the animation is reset, and it will work from there. Â I initially figured the culprit was FNIS Sexy Move, but after uninstalling that and testing it out, the problem still persists. I also tried uninstalling SD, but that didn't fix the issue either. When I run FNIS, I get 0 errors and 0 warnings. I don't care -too- much about the process being automatic, if there was a console command or hotkey I could press to get the animation to work without having to save/reload, that would be an acceptable fix for me. i have had this problem a few times i just use the reset function in finis pcea2 and that usually fixes it.
twsnider1138 Posted April 5, 2019 Posted April 5, 2019 I’d like to make a couple suggestions for some new gags please. Is it possible to add a cloth cleave gag, one that fits between the teeth, and maybe cloth versions of the rope bit and ball gags please? Oh and maybe a version of the panel gag without the plug, one that’s just like a simple wall of leather over the mouth?Thank you guys for all your hard work. 1
BabsStabs Posted April 5, 2019 Posted April 5, 2019 12 hours ago, josh97 said: i have had this problem a few times i just use the reset function in finis pcea2 and that usually fixes it. Unfortunately this didn't change any behavior as far as I could tell. It still doesn't run the right animation on the player. I've noticed that when encountering other bound characters, they too don't have the right animations unless I save and reload, so it isn't something solely affecting my player.
twsnider1138 Posted April 6, 2019 Posted April 6, 2019 5 hours ago, BabsStabs said: Unfortunately this didn't change any behavior as far as I could tell. It still doesn't run the right animation on the player. I've noticed that when encountering other bound characters, they too don't have the right animations unless I save and reload, so it isn't something solely affecting my player. Are you also running Slaverun by chance? I know that one of the settings, the guard follower quest I believe, was buggering up that for me as well.
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