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RaceMenu V3.2.5B


Expired6978

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Posted

 

 

*snip*

 

 

Or this version:

 

3.4.1.3

https://drive.google.com/file/d/0BxcCUXFKD04_SkhzdmhjMld0Zk0/view?usp=sharing

 

Let me know which, if any solves the problem.

 

Thank you Expired. I'm also using ENB and HDT.

 

 

 

I tested Version 3.4.1.3 and the group of bandits which were displaying the black textures are now normal using the meshes we edited with the Mutable setting.

 

 

Thought it seems we have to instruct SAM users to turn off the same setting you described earlier on Nexus, which was causing freezing... Can't seem to load the game when actors are nearby with "bParallelMorphing=1".

 

If I load it on a empty cell then move to a town it will crash when nioverride apply its effects to male characters. With "bParallelMorphing=0" it will load properly and the game will be stable when encontering actors.

 

 

EDIT:

 

Version 3.4.1.3

Took a walk further in the game and found one with the same issue (okay not human... it's a manequim which looks like my character), but found on Andurs Hall of the Dead - Whiterun.

https://drive.google.com/file/d/0B-HOzqoENLzSYkZOUEk1cVd5Wk0/view?usp=sharing

 

Version 3.4.1.2

Weird rendering issue on a Bandit Outlaw - when approaching him screen goes black with a few strange ligths around him.

https://drive.google.com/file/d/0B-HOzqoENLzSZ2l5OXVGX1p1MUE/view?usp=sharing

https://drive.google.com/file/d/0B-HOzqoENLzSbkNBdmJWTjFFaWs/view?usp=sharing

 

Black texture on a Whiterun Guard:

https://drive.google.com/file/d/0B-HOzqoENLzSNVpYb1F4eG4ySG8/view?usp=sharing

 

 

 

"bParallelMorphing=1" is working fine for CBBE and UUNP. Maybe it has something to do with SAM using the unpacked (bigger) TRI format, while BodySlide builds the morphs in the packed TRI format?

 

 

You have to click "File Header" to the left, under your ESP plugin name, as shown in my screenshot.

There not show nothing,

 

That's very weird. As you can see, it shows up fine for me.  :unsure:

 

NEVER remove from that list.

First remove every reference and then use Cleanup masters from the right click menu.

 

Any other way WILL destroy your plugin.

 

As for the page being blank, uncheck "Hide no conflict rows".

 

It WILL not always destroy the plugin. You just have to make sure to remove everything pointing to that master first. But yes, your way is the safer one.

Posted

NEVER do that period. That's playing Russian roulette. Only "Clean master" will check the cleaning has been done correctly, and will also renumber any formid that must be updated.

 

Posted

 

 

 

Thought it seems we have to instruct SAM users to turn off the same setting you described earlier on Nexus, which was causing freezing... Can't seem to load the game when actors are nearby with "bParallelMorphing=1".

 

If I load it on a empty cell then move to a town it will crash when nioverride apply its effects to male characters. With "bParallelMorphing=0" it will load properly and the game will be stable when encontering actors.

 

 

EDIT:

 

Version 3.4.1.3

Took a walk further in the game and found one with the same issue (okay not human... it's a manequim which looks like my character), but found on Andurs Hall of the Dead - Whiterun.

https://drive.google.com/file/d/0B-HOzqoENLzSYkZOUEk1cVd5Wk0/view?usp=sharing

 

Version 3.4.1.2

Weird rendering issue on a Bandit Outlaw - when approaching him screen goes black with a few strange ligths around him.

https://drive.google.com/file/d/0B-HOzqoENLzSZ2l5OXVGX1p1MUE/view?usp=sharing

https://drive.google.com/file/d/0B-HOzqoENLzSbkNBdmJWTjFFaWs/view?usp=sharing

 

Black texture on a Whiterun Guard:

https://drive.google.com/file/d/0B-HOzqoENLzSNVpYb1F4eG4ySG8/view?usp=sharing

 

 

 

"bParallelMorphing=1" is working fine for CBBE and UUNP. Maybe it has something to do with SAM using the unpacked (bigger) TRI format, while BodySlide builds the morphs in the packed TRI format?

 

That would mean a lot of work... If that fixes both problems, I would be inclined to try and convert the tris done with BodyMorph tool, but so far the tris done with BodySlide seems not be readable by SAM.

 

B3lisario would have the answers why it won't... So far, we had an user called BringTheNoise trying to find out the differences between those tris til you mentioned I never knew they could be packed/unpacked (sorry, I'm ignorant on that).

Posted

 

 

 

 

Thought it seems we have to instruct SAM users to turn off the same setting you described earlier on Nexus, which was causing freezing... Can't seem to load the game when actors are nearby with "bParallelMorphing=1".

 

If I load it on a empty cell then move to a town it will crash when nioverride apply its effects to male characters. With "bParallelMorphing=0" it will load properly and the game will be stable when encontering actors.

 

 

EDIT:

 

Version 3.4.1.3

Took a walk further in the game and found one with the same issue (okay not human... it's a manequim which looks like my character), but found on Andurs Hall of the Dead - Whiterun.

https://drive.google.com/file/d/0B-HOzqoENLzSYkZOUEk1cVd5Wk0/view?usp=sharing

 

Version 3.4.1.2

Weird rendering issue on a Bandit Outlaw - when approaching him screen goes black with a few strange ligths around him.

https://drive.google.com/file/d/0B-HOzqoENLzSZ2l5OXVGX1p1MUE/view?usp=sharing

https://drive.google.com/file/d/0B-HOzqoENLzSbkNBdmJWTjFFaWs/view?usp=sharing

 

Black texture on a Whiterun Guard:

https://drive.google.com/file/d/0B-HOzqoENLzSNVpYb1F4eG4ySG8/view?usp=sharing

 

 

 

"bParallelMorphing=1" is working fine for CBBE and UUNP. Maybe it has something to do with SAM using the unpacked (bigger) TRI format, while BodySlide builds the morphs in the packed TRI format?

 

That would mean a lot of work... If that fixes both problems, I would be inclined to try and convert the tris done with BodyMorph tool, but so far the tris done with BodySlide seems not be readable by SAM.

 

B3lisario would have the answers why it won't... So far, we had an user called BringTheNoise trying to find out the differences between those tris til you mentioned I never knew they could be packed/unpacked (sorry, I'm ignorant on that).

 

https://github.com/ousnius/BodySlide-and-Outfit-Studio/blob/dev/TriFile.cpp#L3

 

I tried loading SAM's TRI files into Outfit Studio once (it can read both packed and unpacked), but it didn't work. Something is different about them, even though NiOverride can read them apparently. I could never figure out what.

Posted

 

 

You have to click "File Header" to the left, under your ESP plugin name, as shown in my screenshot.

There not show nothing,

 

That's very weird. As you can see, it shows up fine for me.  :unsure:

 

NEVER remove from that list.

First remove every reference and then use Cleanup masters from the right click menu.

 

Any other way WILL destroy your plugin.

 

As for the page being blank, uncheck "Hide no conflict rows".

 

This was mi problem uncheck "Hide no conflict rows", now i see but can't follow steps because can't see option remove. Same no matter thanks keep using HH until someone makes a more detailed tutorial.

Posted

 

*snip*

 

 

Or this version:

 

3.4.1.3

https://drive.google.com/file/d/0BxcCUXFKD04_SkhzdmhjMld0Zk0/view?usp=sharing

 

Let me know which, if any solves the problem.

 

Thank you Expired. I'm also using ENB and HDT.

 

 

 

I tested Version 3.4.1.3 and the group of bandits which were displaying the black textures are now normal using the meshes we edited with the Mutable setting.

 

 

Thought it seems we have to instruct SAM users to turn off the same setting you described earlier on Nexus, which was causing freezing... Can't seem to load the game when actors are nearby with "bParallelMorphing=1".

 

If I load it on a empty cell then move to a town it will crash when nioverride apply its effects to male characters. With "bParallelMorphing=0" it will load properly and the game will be stable when encontering actors.

 

 

EDIT:

 

Version 3.4.1.3

Took a walk further in the game and found one with the same issue (okay not human... it's a manequim which looks like my character), but found on Andurs Hall of the Dead - Whiterun.

https://drive.google.com/file/d/0B-HOzqoENLzSYkZOUEk1cVd5Wk0/view?usp=sharing

 

Version 3.4.1.2

Weird rendering issue on a Bandit Outlaw - when approaching him screen goes black with a few strange ligths around him.

https://drive.google.com/file/d/0B-HOzqoENLzSZ2l5OXVGX1p1MUE/view?usp=sharing

https://drive.google.com/file/d/0B-HOzqoENLzSbkNBdmJWTjFFaWs/view?usp=sharing

 

Black texture on a Whiterun Guard:

https://drive.google.com/file/d/0B-HOzqoENLzSNVpYb1F4eG4ySG8/view?usp=sharing

 

So 3.4.1.3 with Parallel Morphing off everything works fine?

Posted

It fixes just the ramdom crashes... The black texture and rendering issues persists even with that setting off.

Are the meshes that are black using NiSkinInstances, or BSDismemberSkinInstances?

Posted

It fixes just the ramdom crashes... The black texture and rendering issues persists even with that setting off.

 

Can you try this TRI file and see if you get black textures with that as well?

I converted the malebody.tri of SAM from unpacked to packed format.

 

Note that file size was cut in half since the packed format is more optimized. ;)

I also fixed the bug in OS where it couldn't load SAMs TRI files for the next version.

malebody.7z

Posted

Woah! So we can use BodySlide tris with SAM? That's amazing. The morphs indeed worked in the same way.

 

 

But unfortunatelly, even with this tri, naked armors are still displaying black textures on it.

Just modified a small mod to make everyone get naked and I've been able to reproduce the same effect quite fast.

 

EDIT: perhaps there's something to add to this, it seems these issues won't happen unless SAM calls for nioverride functions to apply the morphs. Sliders _0 and _1 seems normal ingame, when approaching to actors and they morph to _samson or _samuel sliders, they might get blackie sometimes.

Posted

Hi,

I have a question about the Equippable Transforms:

- As you can see in the first pic, the heel of the mesh normally is in the middle

- Now, when is move it down to -3, the top of the heel hits zero on the Z axis

- Same, when moving up, at value 3 the sole of the boot hits zero on the Z axis

 

Question, to properly attach the equippable transform as alternative to HDT HH, do I first have to move the mesh down 3 units and then tell NiOverride to move it up 6 units, or should I keep the mesh where it is and just tell to move it up 3 units by the array?

 

(and sorry for the probably horrible english, I hate to talk about complex topics in other languages ^^, I hope the pictures help to understand what I want)

post-441196-0-21391200-1443993867_thumb.png

post-441196-0-82119800-1443993869_thumb.png

post-441196-0-99013700-1443993872_thumb.png

Posted

Hi,

I have a question about the Equippable Transforms:

- As you can see in the first pic, the heel of the mesh normally is in the middle

- Now, when is move it down to -3, the top of the heel hits zero on the Z axis

- Same, when moving up, at value 3 the sole of the boot hits zero on the Z axis

 

Question, to properly attach the equippable transform as alternative to HDT HH, do I first have to move the mesh down 3 units and then tell NiOverride to move it up 6 units, or should I keep the mesh where it is and just tell to move it up 3 units by the array?

 

(and sorry for the probably horrible english, I hate to talk about complex topics in other languages ^^, I hope the pictures help to understand what I want)

 

By however much the heels are under the ground in NifSkope, you have to move them up with NiOverride. So you can move the shape down by -3 and set NIOV to move it up by +3 again. Don't forget to Apply Transforms in NifSkope for the NiTriShapes you moved.

Posted

 

Hi,

I have a question about the Equippable Transforms:

- As you can see in the first pic, the heel of the mesh normally is in the middle

- Now, when is move it down to -3, the top of the heel hits zero on the Z axis

- Same, when moving up, at value 3 the sole of the boot hits zero on the Z axis

 

Question, to properly attach the equippable transform as alternative to HDT HH, do I first have to move the mesh down 3 units and then tell NiOverride to move it up 6 units, or should I keep the mesh where it is and just tell to move it up 3 units by the array?

 

(and sorry for the probably horrible english, I hate to talk about complex topics in other languages ^^, I hope the pictures help to understand what I want)

 

By however much the heels are under the ground in NifSkope, you have to move them up with NiOverride. So you can move the shape down by -3 and set NIOV to move it up by +3 again. Don't forget to Apply Transforms in NifSkope for the NiTriShapes you moved.

 

 

"Apply Transforms"? Sorry, I didn't work much with NifSkope yet, I've just seen your vid about how to apply the new system and wanted to try that by myself :D

And the sole is under the ground -3 by default, so if I move it down -3 more, the ankle would be at the ground, but then the whole mesh should be risen +6, or am I wrong?

 

And one more thing, the boots still use HDT HH at the moment, how to get rid of that, to avoid bugs and interference?

Posted

 

 

Hi,

I have a question about the Equippable Transforms:

- As you can see in the first pic, the heel of the mesh normally is in the middle

- Now, when is move it down to -3, the top of the heel hits zero on the Z axis

- Same, when moving up, at value 3 the sole of the boot hits zero on the Z axis

 

Question, to properly attach the equippable transform as alternative to HDT HH, do I first have to move the mesh down 3 units and then tell NiOverride to move it up 6 units, or should I keep the mesh where it is and just tell to move it up 3 units by the array?

 

(and sorry for the probably horrible english, I hate to talk about complex topics in other languages ^^, I hope the pictures help to understand what I want)

 

By however much the heels are under the ground in NifSkope, you have to move them up with NiOverride. So you can move the shape down by -3 and set NIOV to move it up by +3 again. Don't forget to Apply Transforms in NifSkope for the NiTriShapes you moved.

 

 

"Apply Transforms"? Sorry, I didn't work much with NifSkope yet, I've just seen your vid about how to apply the new system and wanted to try that by myself :D

And the sole is under the ground -3 by default, so if I move it down -3 more, the ankle would be at the ground, but then the whole mesh should be risen +6, or am I wrong?

 

And one more thing, the boots still use HDT HH at the moment, how to get rid of that, to avoid bugs and interference?

 

Removing HDT HH from the boots is a bit more complicated, at least if you've never worked with TES5Edit before. Basically, you have to remove the script, enchantment and quest from the plugin in TES5Edit and then use "Clean Unused Masters" to remove the dependency for the HDT HH master plugin.

 

Yes, if they're under the ground by 2x -3, then you have to move them up by +6. To apply transforms, right-click the shape and choose that.

Posted

BSDismemberSkinInstances, Expired.

 

Screen - https://drive.google.com/file/d/0B-HOzqoENLzSbnB4WHprcjROT3M/view?usp=sharing

 

I'm attaching some Nifs with a Tri Example from one which gave us that problem. 

 

Ok, so I don't think I've ever changed the consistency flag, so leave that as most armors are: static

 

 

Now, I've moved some of the parallelism around so it shouldn't randomly crash anymore.

 

 

Also it's now cloning the SkinPartition as it was before so see if that solves the black textures.

https://drive.google.com/file/d/0BxcCUXFKD04_T2QxU1NCY3VDVXM/view?usp=sharing

Posted

I'm sorry for taking so long to answer, but I wanted to make sure this one really did the trick, so I would stop bugging you with these matters.

 

But, yes, this version fixed all the problems in all scenarios I could explore til here.

Thank you so much for taking time to look on these problems, Expired.

 

Posted

 

BSDismemberSkinInstances, Expired.

 

Screen - https://drive.google.com/file/d/0B-HOzqoENLzSbnB4WHprcjROT3M/view?usp=sharing

 

I'm attaching some Nifs with a Tri Example from one which gave us that problem. 

 

Ok, so I don't think I've ever changed the consistency flag, so leave that as most armors are: static

 

 

Now, I've moved some of the parallelism around so it shouldn't randomly crash anymore.

 

 

Also it's now cloning the SkinPartition as it was before so see if that solves the black textures.

https://drive.google.com/file/d/0BxcCUXFKD04_T2QxU1NCY3VDVXM/view?usp=sharing

 

 

After adjusting all armors/cloths and other meshes to static, testing on my game and warning SAM users to update their files, some of them are still experimenting these rendering/black textures issues using enb or not, Expired.

 

Still I couldn't reproduce this yet, they're quite normal for me... but after some further test I could check some hiccups and ocasional freeze (where I need to call the task manager to force the game to exit) when actors are about to take their clothes/armor and get naked.

Posted

All working fine here, but with RaceMenu 3.4.3 from Nexus and XPMSE 3.21, but with all meshes as MUTABLE and not STATIC. Also that new setting bParallelMorphing=1 seems to be stable now.. Will do some more test.

Posted

After installing the newest version of racemenu 3.4.3 I have started having issues with black skins and armor textures. Ive noticed this problem for nearly all male npcs but not the pc.

 

Note all versions installed are the latest versions at the time of this post except XP32E which is 2.82, additionally loading in and out of areas sometimes fixes the problem but results are inconsistent.

 

SAM is using default unconfigured settings.

 

Install Order

 

SkyUI

Racemenu

Realistic Ragdolls and Force

SAM Core

HDT Physics Extenions

XPMSE

SAM-Textures-HD
SAM-Vanilla-Skyrim-Refits

SAM-Afendors-Dragonborn-DLC-Refits
SAM-Afendors-Dawnguard-DLC-Refits

 

Load Order

 

RaceMenu.esp
SkyUI.esp
SAM - Dawnguard Patch.esp
RaceMenuPlugin.esp
RaceMenuPluginXPMSE.esp
SAM - Shape Atlas for Men.esp
dD - Realistic Ragdoll Force - Realistic.esp

post-585193-0-55440000-1444144675_thumb.png

post-585193-0-67336800-1444144682_thumb.png

Posted

After installing the newest version of racemenu 3.4.3 I have started having issues with black skins and armor textures. Ive noticed this problem for nearly all male npcs but not the pc.

 

Note all versions installed are the latest versions at the time of this post except XP32E which is 2.82, additionally loading in and out of areas sometimes fixes the problem but results are inconsistent.

 

SAM is using default unconfigured settings.

 

Install Order

 

SkyUI

Racemenu

Realistic Ragdolls and Force

SAM Core

HDT Physics Extenions

XPMSE

SAM-Textures-HD

SAM-Vanilla-Skyrim-Refits

SAM-Afendors-Dragonborn-DLC-Refits

SAM-Afendors-Dawnguard-DLC-Refits

 

Load Order

 

RaceMenu.esp

SkyUI.esp

SAM - Dawnguard Patch.esp

RaceMenuPlugin.esp

RaceMenuPluginXPMSE.esp

SAM - Shape Atlas for Men.esp

dD - Realistic Ragdoll Force - Realistic.esp

Same mods installed. XPMSE 2.82.

Same problem with Racemenu v3.4.3.

However, I don't have black texture issue with racemenu v3.2.2 but have the missing armor textures on guards in Riften, and missing clothes textures, even with racemenu v3.2.2.

 

Don't know if it can help.

Posted

Why is this version so far behind the one on the nexus? It's the only copy of this mod I can find on the forum, and I'm having issues with 3.4.3. I'm having incompatibility issues with Slavetats, and they directed me to 'the racemenu topic on Loverslab'. Is that here?

 

Edit: I'm having big problems too, every time I load my file all my slave tats and body paints are completely gone.

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