Expired6978 Posted December 17, 2014 Author Posted December 17, 2014 Getting an immediate CTD when clicking onto the sculpt tab. I also only show 12 of 15 sliders. Unfortunately there's likely to be many people with this problem and there really isn't anything I can do about it, your Papyrus logs are worthless in terms of CTD so don't bother even posting those. What I would like to see is skse.log, the Scaleform native functions are coded to forcefully crash if they receive invalid parameters. Under normal circumstances they shouldn't ever get invalid parameters assuming they executed correctly. Your log is likely to say something like "GFxValue::GetNumber: bad type" if this isn't in your log after the crash then something less fixable is wrong. Another possibility is that CharGen itself failed to load, which would subsequently cause many, many problems. You would get an ingame warning (unless it's a newgame mod where you start immediately in the menu). I've added a failsafe for the next version where the tabs that absolutely require CharGen will get disabled and a warning will be shown at the bottom right of the menu. These are more appropriate notifications since if you start a new game and it immediately goes into the menu, it can't tell you what's wrong since Papyrus potentially won't execute the warning yet.
Infernal2 Posted December 17, 2014 Posted December 17, 2014 Getting an immediate CTD when clicking onto the sculpt tab. I also only show 12 of 15 sliders. Unfortunately there's likely to be many people with this problem and there really isn't anything I can do about it, your Papyrus logs are worthless in terms of CTD so don't bother even posting those. What I would like to see is skse.log, the Scaleform native functions are coded to forcefully crash if they receive invalid parameters. Under normal circumstances they shouldn't ever get invalid parameters assuming they executed correctly. Your log is likely to say something like "GFxValue::GetNumber: bad type" if this isn't in your log after the crash then something less fixable is wrong. Another possibility is that CharGen itself failed to load, which would subsequently cause many, many problems. You would get an ingame warning (unless it's a newgame mod where you start immediately in the menu). I've added a failsafe for the next version where the tabs that absolutely require CharGen will get disabled and a warning will be shown at the bottom right of the menu. These are more appropriate notifications since if you start a new game and it immediately goes into the menu, it can't tell you what's wrong since Papyrus potentially won't execute the warning yet. Groovtama's update suggestion seems to have fixed the issue. I now have the sculpt ability. Thank you.
Earen Posted December 18, 2014 Posted December 18, 2014 Question: does RM remove NPC appearance resources in _some_ cases? I'm using Familiar Faces and FF code does not delete the files.. so my only suspicion target is RM. Chargen/Exported and corresponding texture folders are empty now Also currently it's hard to manage these resources and presets. In MO I had to create a mod `Appearances` to move .jslot or appearance resources each time I create new preset .. [EDIT] It seeems that FF removes the resources via FFUtils.DeleteFaceGenData
Expired6978 Posted December 18, 2014 Author Posted December 18, 2014 Question: does RM remove NPC appearance resources in _some_ cases? I'm using Familiar Faces and FF code does not delete the files.. so my only suspicion target is RM. Chargen/Exported and corresponding texture folders are empty now Also currently it's hard to manage these resources and presets. In MO I had to create a mod `Appearances` to move .jslot or appearance resources each time I create new preset .. [EDIT] It seeems that FF removes the resources via FFUtils.DeleteFaceGenData Yes, there's an equivalent function in RM, but I believe FF uses its own. They are the same function internally though.
Nepro Posted December 19, 2014 Posted December 19, 2014 I am just curious why your Racemenu V3B12 isn't on nexus?
Expired6978 Posted December 19, 2014 Author Posted December 19, 2014 I am just curious why your Racemenu V3B12 isn't on nexus? Because it isn't officially finished. This should be the last beta before official release, assuming there are no major issues. RaceMenu V3B13 https://drive.google.com/file/d/0BxcCUXFKD04_QmVMSXNDTmJ6Nmc/view?usp=sharing Changes -Export head now accepts an output path -Import head part matcher added -Importing heads should now be possible, the geometry is imported as though you had sculpted it yourself thus it also is held in sculpt history
nanobain Posted December 19, 2014 Posted December 19, 2014 I am having a neck seam (color change seam) and my whole head keeps changing to a darker color tone. I do not have ECE installed is there anything I can do to fix it. The bug only appears when loading a save or a preset. Seems to be a loading issue but I can not for the life of me figure it out.
Rabblerouser Posted December 19, 2014 Posted December 19, 2014 Is there going to be a reliable way to share presets/sculpts like this thread?
Expired6978 Posted December 19, 2014 Author Posted December 19, 2014 I am having a neck seam (color change seam) and my whole head keeps changing to a darker color tone. I do not have ECE installed is there anything I can do to fix it. The bug only appears when loading a save or a preset. Seems to be a loading issue but I can not for the life of me figure it out. Picture would help. Is there going to be a reliable way to share presets/sculpts like this thread? Yes, jslot files are shareable and contain pretty much everything except for textures and head parts. They are also stored in json format so it's possible to manually edit out portions you don't want. Export Head will only get you geometry, won't get you any colors or anything. All sculpt data is stored to the jslot file, importing is treated like complex sculpting. You can import geometry, edit it, and save it out as a jslot preset.
nanobain Posted December 19, 2014 Posted December 19, 2014 Yeah sorry I realized about the screenshots after I posted. To fix the seam each time I load up my character I go to showracemenu and edit the complexion and it disappears until the next save and load. Had this issue with the v12 racemenu as well. I will try it with the original racemenu now. --------update This problem even exists in version on nexus.
BringtheNoise Posted December 19, 2014 Posted December 19, 2014 Game Controller bug: When swapping the key maps for X and A the functions in the overlay parts of Race menu do not work correctly. X by default is suppose to choose the texture and A by default is suppose to choose the color. Example: If the keys are swapped (what can I say I like my jump button to be the A button) then both buttons open the color menu (and nothing opens the texture menu). If I however switch the controls back in the games control menu. X does what it is suppose to and A does what it is suppose to. Is there any way this can be fixed (its been around since the overlays were added to RM way back in v2.53 or what ever it was). Over all I really like the new layout (with everything having its own menu). To bad you can't rotate the character while in the texture choice menu for the overlays (would make picking the back tattoo a little easier).
nanobain Posted December 19, 2014 Posted December 19, 2014 Yeah the look of the new race menu has only gotten better, it is very userfriendly and you can even edit mesh ingame on top of being able to save presets like a file instead of 1 - 50 slider. So yeah great work there Expired look forward to this more when finished. Expired6978 I wonder if the problem is because another mods psc might be changing the a setting within race menu. (mainly since all psc's are for the public racemenu version) I did a bare bones version with none of the mods I use to play with only the textures and some armor replacers and the seam is gone. I am going to try to add them back in set by set until I can find the one inflicting my problem. But as I said there might be a psc that is tripping everything up I use Mod Organizer so I can work on it, but even if I find the mod doing it it would be nice to figure out how to fix or to make a patch for the mod causing the problem. Personally..... I don't know how to edit a psc... but would still try to make everything work.
Earen Posted December 19, 2014 Posted December 19, 2014 Yes, there's an equivalent function in RM, but I believe FF uses its own. They are the same function internally though. Thanks for the answer. It's possible to create sculpt data from custom, modified version of the head (vertices were slight moved) ? So, Chargen will create sculpt data from vertex position difference between modified and original mesh? And use case: someone (me) moved vertices via Blender
blabba Posted December 19, 2014 Posted December 19, 2014 Yes, there's an equivalent function in RM, but I believe FF uses its own. They are the same function internally though. Thanks for the answer. It's possible to create sculpt data from custom, modified version of the head (vertices were slight moved) ? So, Chargen will create sculpt data from vertex position difference between modified and original mesh? And use case: someone (me) moved vertices via Blender Yes, but don't do any unsafe topology operations like symmetry or something that will change your vertex order. The plugin only matches and checks vertex counts for importing head parts, it doesn't check that your vertex order is correct, that's on you.
Expired6978 Posted December 19, 2014 Author Posted December 19, 2014 Yeah sorry I realized about the screenshots after I posted. To fix the seam each time I load up my character I go to showracemenu and edit the complexion and it disappears until the next save and load. Had this issue with the v12 racemenu as well. I will try it with the original racemenu now. --------update This problem even exists in version on nexus. Looks like the tint masks aren't being reapplied, this should happen every reload unless something bad happens like some mod is using QueueNiNodeUpdate in addition to RaceMenu, I would start uninstalling some mods to find the culprit, this shouldn't happen. Game Controller bug: When swapping the key maps for X and A the functions in the overlay parts of Race menu do not work correctly. X by default is suppose to choose the texture and A by default is suppose to choose the color. Example: If the keys are swapped (what can I say I like my jump button to be the A button) then both buttons open the color menu (and nothing opens the texture menu). If I however switch the controls back in the games control menu. X does what it is suppose to and A does what it is suppose to. Is there any way this can be fixed (its been around since the overlays were added to RM way back in v2.53 or what ever it was). Over all I really like the new layout (with everything having its own menu). To bad you can't rotate the character while in the texture choice menu for the overlays (would make picking the back tattoo a little easier). Uhh those are not the default keys, X is Done, this is a hardcoded binding so I tried to keep it to whatever X is bound to ingame, which is Ready Weapon. All other bindings should now be mapped to actual game keys as they are supposed to be. I have to use SKSE functions for this because the GFx keys are often times are not actually bound to the action and are instead bound to a specific key. The only way to get rebinding to work correctly is if the keycodes are bound to mapped actions. Some bindings were still bound to the key rather than the action, I should have this fixed in the next version. Yes, there's an equivalent function in RM, but I believe FF uses its own. They are the same function internally though. Thanks for the answer. It's possible to create sculpt data from custom, modified version of the head (vertices were slight moved) ? So, Chargen will create sculpt data from vertex position difference between modified and original mesh? And use case: someone (me) moved vertices via Blender Yes, but don't do any unsafe topology operations like symmetry or something that will change your vertex order. The plugin only matches and checks vertex counts for importing head parts, it doesn't check that your vertex order is correct, that's on you. Pretty much this, you can do any moving of vertices you want as long as the topology does not change and you've correctly exported it back out as a Nif.
Earen Posted December 19, 2014 Posted December 19, 2014 Yes, but don't do any unsafe topology operations like symmetry or something that will change your vertex order. The plugin only matches and checks vertex counts for importing head parts, it doesn't check that your vertex order is correct, that's on you. Pretty much this, you can do any moving of vertices you want as long as the topology does not change and you've correctly exported it back out as a Nif. Thanks for the answers, I'm not going to entirely change the mesh or add/remove vertices, will just add some details like cheeks and etc
nanobain Posted December 19, 2014 Posted December 19, 2014 @Expired6978 from how I am reading what btn2k3 was saying about the X and A key was to pick a texture they mean with a xbox controller. http://cdn.spyparty.com/wp-content/uploads/2010/08/xbox_360_controller-small.png Well I think I might have figured out my problem with the head texture darkening. I was using the mod Children of the sky to add better ones to the game, but it seems to have screwed up the head textures. Whats worse about the head is the screenshot above is using the freckle texture from it so I am going to have to find something else because the default ones suck and it came out looking decent with them. I might still beable to use this one if I can figure out this tinting problem you said. but for now I will just work on the next problem Been trying to solve random issues for the past few days with hand and feet textures being totally messed up and then that head problem happens so did not know who to ask.... The next problem I have to deal with is 2 inch big gaping holes in the body model I am trying to use around the neck and hips. for now I am using Remodeled Armor for CBBE Bodyslide TBBP HDT to fix the body UV mesh which fixes the hands and feet. Problem is once I removed the children of the sky now I have funky looking kids running around... vanilla OUCH... oh and the skin color in my image above I so did not realize but when I finally went outside in the sun with it I was burnt color lol .... never change the color of a character inside a prison.... It looked good by torch light just did not expect the sun to make me regret it...
Kinky Posted December 19, 2014 Posted December 19, 2014 Just tried beta 13. Everything seems fine except theres still no delete preset option. So all i saved while testing i have to delete manualy.
Earen Posted December 19, 2014 Posted December 19, 2014 Yes, but don't do any unsafe topology operations like symmetry or something that will change your vertex order. The plugin only matches and checks vertex counts for importing head parts, it doesn't check that your vertex order is correct, that's on you. Btw, I have noticed that head's UVs are not symmetric.. made me WTF for some time and think about 'buggy' mirror modifier
Groovtama Posted December 19, 2014 Posted December 19, 2014 nothing in the game by bethesda is symmetric not even the skeleton.... why should the head be, or body.
blabba Posted December 19, 2014 Posted December 19, 2014 Your not the only one. When Vioxsis made the UV, the biggest complaint was that vanilla head UV is not symmetric either. Though I guess that's a side effect of not having a symmetric head topo as well. (Stupid vanilla models)
Redflyingmonkey Posted December 19, 2014 Posted December 19, 2014 Even down to the armor tweaks, Beth's models are arranged like Rourke's face.
Earen Posted December 20, 2014 Posted December 20, 2014 Pretty much this, you can do any moving of vertices you want as long as the topology does not change and you've correctly exported it back out as a Nif. Will it create a difference (imported-mesh - vanilla-mesh-modified-by-sliders) or (imported-mesh - vanilla-mesh) ? First way is much better - in this case I can make lot of tiny changes to my head via Blender, lot of exports, imports and will not be forced to zero all the sliders [edit] It seems it works like I described in the first way. Okay. Modified mesh, imported, got neck seam. Conformed neck part of the mesh to vanilla shape, imported. Got neck seam anyway
Expired6978 Posted December 20, 2014 Author Posted December 20, 2014 Just tried beta 13. Everything seems fine except theres still no delete preset option. So all i saved while testing i have to delete manualy. That's because Scaleform doesn't have an API to delete files, I would need to add one. Not difficult, but I also need a keybind to delete, and it has to be one that is bound to a gameplay key (Sprint, Jump, Shout, Sneak, anything except for Draw Weapon, or Inventory Menu). Pretty much this, you can do any moving of vertices you want as long as the topology does not change and you've correctly exported it back out as a Nif. Will it create a difference (imported-mesh - vanilla-mesh-modified-by-sliders) or (imported-mesh - vanilla-mesh) ? First way is much better - in this case I can make lot of tiny changes to my head via Blender, lot of exports, imports and will not be forced to zero all the sliders [edit] It seems it works like I described in the first way. Okay. Modified mesh, imported, got neck seam. Conformed neck part of the mesh to vanilla shape, imported. Got neck seam anyway The neck seam is because whatever body weight the head you used had isn't the same as the body weight you have now. The neck seam vertices are also imported. If you want to avoid this you either set your character weight to the weight the head original had, then you change your weight, or you mask the neck area and it will ignore the import for those vertices.
Expired6978 Posted December 20, 2014 Author Posted December 20, 2014 Just tried beta 13. Everything seems fine except theres still no delete preset option. So all i saved while testing i have to delete manualy. That's because Scaleform doesn't have an API to delete files, I would need to add one. Not difficult, but I also need a keybind to delete, and it has to be one that is bound to a gameplay key (Sprint, Jump, Shout, Sneak, anything except for Draw Weapon, or Inventory Menu). Pretty much this, you can do any moving of vertices you want as long as the topology does not change and you've correctly exported it back out as a Nif. Will it create a difference (imported-mesh - vanilla-mesh-modified-by-sliders) or (imported-mesh - vanilla-mesh) ? First way is much better - in this case I can make lot of tiny changes to my head via Blender, lot of exports, imports and will not be forced to zero all the sliders [edit] It seems it works like I described in the first way. Okay. Modified mesh, imported, got neck seam. Conformed neck part of the mesh to vanilla shape, imported. Got neck seam anyway The neck seam is because whatever body weight the head you used had isn't the same as the body weight you have now. The neck seam vertices are also imported. If you want to avoid this you either set your character weight to the weight the head original had, import, then you change your weight, or you mask the neck area and it will ignore the import for those vertices.
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