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I don't use the memory edits in SKSE.ini, I use Crash Fixes's UseOSAllocators. I've not tried messing around with enb settings but I'll play around with it and see if I can find any differences. Hardware shouldn't be an issue either.

 

I've encountered this crash in the past, the same exact errors from the HDT logs but I could never track down the cause. I'm also not using the bodies from your mod, not looked at them yet but I'll do that now that I'm thinking about it. It is something from this mod that is causing the issue, I'm not sure if it is an issue within the mod itself or a conflict with other mods, ENB, settings etc. but I'll try to find out the cause. I like a good puzzle :)

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Could also be a skeleton issue (like so often).

My hdtphysicsextensions.log looks like this:

 

 

[10/22/17 06:14:24]INFO: System run with 8 threads
[10/22/17 06:14:24]INFO: Havok simulated world created.
hdtPhysicsExtensions
[10/22/17 06:14:24]INFO: Queue OK
[10/22/17 06:14:24]INFO: SKSEPlugin_Load
[10/22/17 06:14:53]INFO: Physics system loaded : SKSE\Plugins\hdtVagina.xml
[10/22/17 06:14:53]INFO: Systems in memory: 1
[10/22/17 06:14:53]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:14:53]INFO: Systems in memory: 2
[10/22/17 06:14:53]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:14:53]INFO: Systems in memory: 3
[10/22/17 06:14:53]INFO: Physics system loaded : SKSE\Plugins\hdtVagina.xml
[10/22/17 06:14:53]INFO: Systems in memory: 4
[10/22/17 06:14:53]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:14:53]INFO: Systems in memory: 5
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 6
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 7
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 8
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 9
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 10
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 11
[10/22/17 06:14:54]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:14:54]INFO: Systems in memory: 12
[10/22/17 06:14:58]INFO: Physics system loaded : SKSE\Plugins\hdtVagina.xml
[10/22/17 06:14:58]INFO: Systems in memory: 13
[10/22/17 06:14:58]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:14:58]INFO: Systems in memory: 14
[10/22/17 06:14:58]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:14:58]INFO: Systems in memory: 15
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 9
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 10
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 11
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 12
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 13
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 14
[10/22/17 06:15:01]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:01]INFO: Systems in memory: 15
[10/22/17 06:15:02]INFO: Cell changed...
[10/22/17 06:15:02]INFO: Add character 000a2c94
[10/22/17 06:15:02]INFO: Add character 00000014
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 9
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 10
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 11
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 12
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 13
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 14
[10/22/17 06:15:02]INFO: Physics system loaded : meshes\hair\MarieRose\MarieRoseHair.xml
[10/22/17 06:15:02]INFO: Systems in memory: 15
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 13
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:28]INFO: Systems in memory: 14
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 15
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 16
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 17
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 18
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:28]INFO: Systems in memory: 19
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 20
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 21
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:28]INFO: Systems in memory: 22
[10/22/17 06:15:28]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:28]INFO: Systems in memory: 23
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 24
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:29]INFO: Systems in memory: 25
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 26
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:29]INFO: Systems in memory: 27
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 28
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:29]INFO: Systems in memory: 29
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 30
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:29]INFO: Systems in memory: 31
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 32
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 33
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:29]INFO: Systems in memory: 34
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 35
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 36
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 37
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 38
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 39
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 40
[10/22/17 06:15:29]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:29]INFO: Systems in memory: 41
[10/22/17 06:15:30]INFO: Physics system loaded : SKSE\Plugins\hdtFingers.xml
[10/22/17 06:15:30]INFO: Systems in memory: 42
[10/22/17 06:15:30]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml
[10/22/17 06:15:30]INFO: Systems in memory: 43
[10/22/17 06:15:30]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:30]INFO: Systems in memory: 44
[10/22/17 06:15:31]INFO: Physics system loaded : SKSE\Plugins\hdtfingers.xml
[10/22/17 06:15:31]INFO: Systems in memory: 45
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 46
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 47
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 48
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 49
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 50
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 51
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 52
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 53
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 54
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 55
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 56
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 57
[10/22/17 06:15:31]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:31]INFO: Systems in memory: 58
[10/22/17 06:15:32]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:32]INFO: Systems in memory: 59
[10/22/17 06:15:32]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:32]INFO: Systems in memory: 60
[10/22/17 06:15:32]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:32]INFO: Systems in memory: 61
[10/22/17 06:15:32]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:32]INFO: Systems in memory: 62
[10/22/17 06:15:32]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:32]INFO: Systems in memory: 63
[10/22/17 06:15:32]INFO: Cell changed...
[10/22/17 06:15:32]INFO: Add character 0001a676
[10/22/17 06:15:32]INFO: Add character 0001a68a
[10/22/17 06:15:32]INFO: Add character 0001a66a
[10/22/17 06:15:32]INFO: Add character 00000014
[10/22/17 06:15:32]INFO: Add character 0001a675
[10/22/17 06:15:33]INFO: 0001a66a no longer in cell, release it
[10/22/17 06:15:34]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:34]INFO: Systems in memory: 64
[10/22/17 06:15:34]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:34]INFO: Systems in memory: 65
[10/22/17 06:15:35]INFO: Add character 00037081
[10/22/17 06:15:48]INFO: Add character 00038258
[10/22/17 06:15:49]INFO: Add character 0002c90f
[10/22/17 06:15:51]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:51]INFO: Systems in memory: 63
[10/22/17 06:15:52]INFO: Add character 0001a689
[10/22/17 06:15:53]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:15:53]INFO: Systems in memory: 63
[10/22/17 06:15:53]INFO: Add character 0001a66b
[10/22/17 06:15:55]INFO: 0002c90f no longer in cell, release it
[10/22/17 06:16:03]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:16:03]INFO: Systems in memory: 62
[10/22/17 06:16:04]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:16:04]INFO: Systems in memory: 62
[10/22/17 06:16:04]INFO: Physics system loaded : Data/SKSE/Plugins/floppysos_6.xml
[10/22/17 06:16:04]INFO: Systems in memory: 62
[10/22/17 06:16:06]INFO: 00038258 no longer in cell, release it
[10/22/17 06:16:07]INFO: Add character 0001a688
[10/22/17 06:16:09]INFO: 0001a688 no longer in cell, release it
[10/22/17 06:16:12]INFO: Add character 0010e2b6
[10/22/17 06:16:14]INFO: Cell changed...
[10/22/17 06:16:15]INFO: Add character 00000014

So I don't have any invalid character entries.
Maybe invalid means that HDT PE is trying to add havok physics to an NPC that's missing a few bones in the skeleton, and one of these bones is used by my xml preset. So either XPMSE isn't installed correctly or gets overwritten by something else. Or that NPC uses a different skeleton with fewer bones (the mod plugins define which race uses which skeleton so custom races create problems if they don't point to the XPMSE skeletons).
 
edit:
I have UseOSAllocators set to off btw. I remember that it caused instabilities on my setup.
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No conflicts with XPMSE, nothing overwriting. I did have SOS overwriting it earlier, which is a mistake I keep making, but this happened before and now after SOS was installed/fixed. I'm also running no NPC replacers atm so no new races. I've also googled for this error and I've seen several posts with people having the same crash with none ever finding an answer. Two posts asking Groov for assistance and one on the STEP forums.

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I'm sorry if this has been answered already, I tried to look at the last couple of pages, but couldn't see anything about it.

I just upgraded to 3.65 and tried generating the new bodies through Bodyslide. The preview looked great, but when starting the game it looks like this:

post-312226-0-09176800-1508655178_thumb.jpg

 

This happens with all the NBB bodyvariants. Is there a known solution for this? Your mod is not being overwritten by anything.

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I'm sorry if this has been answered already, I tried to look at the last couple of pages, but couldn't see anything about it.

I just upgraded to 3.65 and tried generating the new bodies through Bodyslide. The preview looked great, but when starting the game it looks like this:

attachicon.gifTESV_2017_10_22_08_42_13_212.jpg

 

This happens with all the NBB bodyvariants. Is there a known solution for this? Your mod is not being overwritten by anything.

post-162794-0-65837800-1508690506_thumb.gif

 

I just retested all three body types with my favorite UUNP preset (UNPBB) and this doesn't happen for me.

...

Outdated Bodyslide mod maybe?

Or did you point Bodyslide to the wrong skeleton? I once did the mistake to let it use the latest XPMSE skeleton and that caused some deformations too (not as severe though). Always use the default skeleton that's already included in Bodyslide when building outfits and bodies.

To check that open Bodyslide, click the "Settings" field and see if the reference skeleton path is this one here:

res\skeleton_female_sk.nif

 

Change it to that if it isn't.

 

In any case for problems like this it always helps if you tell me which body preset and slider values you used.

 

 

What is the difference between NBB UUNP Special and NBB UUNP Special Repaint? Further what is the difference between NBB UUNP Special and normal UUNP Special?

 

I've been using the non puffy Chinese variant so I'm going to have to swap, but not sure what version to.

 

The difference between NBB UUNP Special and the repaint of it is, well, the repaint. I increased the weight paint for boobs, butt and belly because moar paint = moar jiggling = yay me!

Also more belly bulge on penetration, so if you didn't deactivate that in my installer then I really recommend the repainted body.

The standard weight paint version is only there to make stuff easier for people who don't want to repaint their jewelry and piercings and devious assets mods too. I already covered one piercings mod but other stuff like Devious Devices still are out of sync with my repainted body and need to get these weight paints. Easy to do though, and if I come around to it maybe I'll add repainted Devious Devices meshes to the download section too.

The Chinese version also uses the stronger weight paint btw.

For the difference to standard UUNP Special check this post.

 

All of this is covered in the installer though, so why not read that and come back and ask questions that are still unanswered later? ;)

It also helps to read the stuff I wrote in the installer because it gives you some hints what you have to do besides installing this. The Chinese UUNP body for example needs some additional work with TexBlend. Nothing complicated though, just start TexBlend and see what textures you can add to the female body texture there. The stuff that's relevant for the Chinese body is named accordingly... Also maybe backup your femalebody_1.dds and femalebody_1_msn.dds textures.

If you are using the Valhalla textures for females (definitely recommended, greatestest female textures I ever saw, realistic and not overly pale, just switched to it from Real Girls) the result after adding my inner vagina textures and the UUNP vagina textures (also missing from Valhalla, also easy to add with TexBlend) would look like this:

post-162794-0-45736900-1508691522_thumb.jpgpost-162794-0-29792100-1508691651_thumb.jpg

The labia texture is the left one at the bottom of each texture, the inner vagina one the bottom right one.

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I'm sorry if this has been answered already, I tried to look at the last couple of pages, but couldn't see anything about it.

I just upgraded to 3.65 and tried generating the new bodies through Bodyslide. The preview looked great, but when starting the game it looks like this:

attachicon.gifTESV_2017_10_22_08_42_13_212.jpg

 

This happens with all the NBB bodyvariants. Is there a known solution for this? Your mod is not being overwritten by anything.

attachicon.gifgiphy.gif

 

I just retested all three body types with my favorite UUNP preset (UNPBB) and this doesn't happen for me.

...

Outdated Bodyslide mod maybe?

Or did you point Bodyslide to the wrong skeleton? I once did the mistake to let it use the latest XPMSE skeleton and that caused some deformations too (not as severe though). Always use the default skeleton that's already included in Bodyslide when building outfits and bodies.

To check that open Bodyslide, click the "Settings" field and see if the reference skeleton path is this one here:

res\skeleton_female_sk.nif

 

Change it to that if it isn't.

 

In any case for problems like this it always helps if you tell me which body preset and slider values you used.

 

 

 

Thanks for the swift reply smile.png

 

I use Bodyslide 4.3.4 (I acutally upgraded it in the hopes that it would fix the legs), and I checked the setting and it says res\skeleton_female_sk.nif. I also did a search in my mod folder and that was the only instance I found of it, so don't think anything is overriding it. I usually run everything through Mod Organizer, but just for fun I ran the bodybuilding outside of MO and the results was the same. The UUNP Special-ones comes out correct, but the NBB ones comes out with "slightly irregular" legs.

The body preset I use is Zoe's Sprinter and the sliders it uses are in the pictures below. I also tried it with the built-in UNPBO preset and that also gives me the weird legs when trying the NBB ones.

post-312226-0-90112500-1508696717_thumb.png

post-312226-0-06951100-1508696720_thumb.png

 

EDIT: 

So I remembered that I use some UUNP-sliders ingame as well. I went into racemenu and set all the sliders to 0. This is the result:

post-312226-0-21973700-1508697519_thumb.jpg

 

It seems the ingame sliders messes up the body. I tried to adjust the shoulder ones then the arms became all crunchy like the legs did. So still some gaps but ingame sliders are a definite no-go for now I guess :)

 

 

 

 

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Quick question:

You do activate the tri file build option (Build Morphs) in Bodyslide when building a body, right?

I mean I know that you should better not touch these ingame Racemenu UUNP sliders but this result is a little crazy.

 

And about these seams: Did you build the hands and feet with the NBB presets I provided for them?

I didn't change anything about those meshes except for the xml files attached but better safe than sorry.

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Just upgraded to 3.65 and no seams, no gaps around the vagina area and vagina has better textures, no wonky legs like ktaz. You are a hdt god Bazinga :D .

 

One thing I would like to ask tho, whagt the difference between UUNP special and UUNP special repaint?

Thanks. But you're exaggerating, I don't even know how to properly use Blender.  :lol:

 

about the difference:

Doesn't the mod description explain that?

Let me check...

Yep, it does.

Last paragraph in the first installer page. The one you definitely should read, the one which even has the tldr option to mock you if you don't want to read that stuff.  :P

 

I also did a little bit of repainting of the UUNP body to further improve jiggling and collisons and to fix a few issues with UUNP (labia weight paint not matching surrounding body area, butt crack folding up on some animations, moved the labia a little). I definitely recommend using that repainted UUNP Special body or the also repainted Chinese UUNP Special one in combination with my xmls. The Chinese body also features a imo much nicer looking vagina so that would be my preferred choice.

But I fixed the weight paints and some other labia issues (shape, clipping with body mesh) on the not repainted UUNP Special body too now. Only on the one with the name beginning with NBB though, not on the default UUNP Special one.

 

I think I should rephrase that part a little. 

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Also updated to 3.65 and everything seems great using UUNP Special, haven't been able to see any gaps no matter how closely I stare.  Thanks for all the hard work.

 

It does seem reading is really challenging however.  :P

 

@Ktaz, make sure you are clicking "build morphs" on the bottom left when building the body/hands/feet if you are going to mess with sliders in-game.

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Quick question:

You do activate the tri file build option (Build Morphs) in Bodyslide when building a body, right?

I mean I know that you should better not touch these ingame Racemenu UUNP sliders but this result is a little crazy.

 

And about these seams: Did you build the hands and feet with the NBB presets I provided for them?

I didn't change anything about those meshes except for the xml files attached but better safe than sorry.

 

Yes, I activate Build Morphs. And that seems to be the problem actually (at least for me). I rebuilt the body now, but without the Build Morphs and it turned out like this:

post-312226-0-58883200-1508702975_thumb.jpg

 

So I'll try to transfer my ingame sliders to Bodyslide :) Thank you for your help and an amazing mod :D

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I've read the description few times, but the problem is that I dont understand what "improved weights" mean. Maybe its a wrong topic to ask, but I want to educate myself a bit  :P

Weight paints are values between 0 and 1 which are assigned to every vertice (point / corner of a mesh triangle or polygon) on the mesh. They are set up for many different bones individually, so one vertice might not just have one weight paint value, but a dozen or even more, one for the NPC Belly bone, one for the NPC R Breast and so on.

If you want to check which bones in the XPMSE skeleton a mesh is weight painted for then just open it in Outfit Studio and go to the Bones tab.

Or check the mesh in Nifscope, the bones in the list there are usually also the ones that the mesh is weight painted for.

 

So you probably ask what all this paint this is good for, right?

It's basically for bending your mesh in the correct way when the skeleton and therefore the bones start moving.

For example if the thigh bones change their rotational angle to the pelvis bone you want the mesh to bend and stretch accordingly so the skin follows the skeleton movement and it all looks like in the real world and not like in a surrealist painting.

That's why I had to fix that butt crack issue btw, the people who made the UUNP Special body and its weight paints forgot to weight paint a line of vertices in the middle of the butt crack (I painted these vertices for the left thigh bone).

 

The other big thing weight paints are important for is HDT. Without painting the body mesh for the pussy, breast, butt and belly bones the mesh simply doesn't react when these bones start moving with HDT PE according to the boundaries and values I set up in my physics xmls. So there won't be any jiggling and bounce and no collisions either (hands clip through breasts unhindered, vagina will stay closed, etc).

 

And with more weight paint the mesh moves even more (maximum angle/displacement), which is the reason why I increased the standard UUNP Special weight paints.

 

And I guess it's called "paint" because these values are color coded through the visible spectrum (no paint at all for 0, blue for low weight paint value close to 0, red for close to 1) in the tools you normally use to paint the mesh.

 

 

 

... 

Try reinstalling Bodyslide and this time activate the RacemenuMorphs.esp for UUNP in the installer. The choice is off by default. 

 

 
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I've read the description few times, but the problem is that I dont understand what "improved weights" mean. Maybe its a wrong topic to ask, but I want to educate myself a bit :P

Weight paints are values between 0 and 1 which are assigned to every vertice (point / corner of a mesh triangle or polygon) on the mesh. They are set up for many different bones individually, so one vertice might not just have one weight paint value, but a dozen or even more, one for the NPC Belly bone, one for the NPC R Breast and so on.

If you want to check which bones in the XPMSE skeleton a mesh is weight painted for then just open it in Outfit Studio and go to the Bones tab.

Or check the mesh in Nifscope, the bones in the list there are usually also the ones that the mesh is weight painted for.

 

So you probably ask what all this paint this is good for, right?

It's basically for bending your mesh in the correct way when the skeleton and therefore the bones start moving.

For example if the thigh bones change their rotational angle to the pelvis bone you want the mesh to bend and stretch accordingly so the skin follows the skeleton movement and it all looks like in the real world and not like in a surrealist painting.

That's why I had to fix that butt crack issue btw, the people who made the UUNP Special body and its weight paints forgot to weight paint a line of vertices in the middle of the butt crack (I painted these vertices for the left thigh bone).

 

The other big thing weight paints are important for is HDT. Without painting the body mesh for the pussy, breast, butt and belly bones the mesh simply doesn't react when these bones start moving with HDT PE according to the boundaries and values I set up in my physics xmls. So there won't be any jiggling and bounce and no collisions either (hands clip through breasts unhindered, vagina will stay closed, etc).

 

And with more weight paint the mesh moves even more (maximum angle/displacement), which is the reason why I increased the standard UUNP Special weight paints.

 

And I guess it's called "paint" because these values are color coded through the visible spectrum (no paint at all for 0, blue for low weight paint value close to 0, red for close to 1) in the tools you normally use to paint the mesh.

 

 

@ktaz:

Try reinstalling Bodyslide and this time activate the RacemenuMorphs.esp for UUNP in the installer. The choice is off by default.

Thanks for the explanation, didnt except to be that detailed. :D

 

Do you consider the UUNP special part done completly and will move to the chinese wonky stuff? After you take some rest of course, you deserve it :D

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I consider both to be finished tbh.  :P

Unless you guys find stuff that's still broken and needs fixing of course.

Or someone wants to step in and fix these disconnected polygons on the Chinese UUNP body. My basic knowledge on this stuff doesn't extend beyond Outfit Studio and Nifscope and you really need Blender or something like that to weld them together again.

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I consider both to be finished tbh.  :P

Unless you guys find stuff that's still broken and needs fixing of course.

Or someone wants to step in and fix these disconnected polygons on the Chinese UUNP body. My basic knowledge on this stuff doesn't extend beyond Outfit Studio and Nifscope and you really need Blender or something like that to weld them together again.

Hello Bazinga, wanted to ask if you can tell me how to combine your preset with another one? Im going to use yours for breats, but I'd like to have butt physics from here https://www.nexusmods.com/skyrim/mods/77445/?. I know that I have to edit hdtPhysicsExtensionsDefaultBBP.xml file, but can you tell me which lines and values I need to edit?

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@Deathmaw

That image is no longer there. Imgur tells me that it got removed.

 

@SeveN085:

Sure, no problem. First let me check out that physics mod you linked to.

...

Ok, that FOMod installer is broken for me. It seems to work alright but then there are no files in the mod folder.

Means I'll check these xmls with JFF directly instead of trying them out ingame.

 

edit:

Editing xmls by hand is cumbersome (I can do it but I would have a hard time to describe it, you have to check the hkobject numbers and the references to other objects and so on, it doesn't help that some butt related physics properties are not even inside the butt hkobject entry but in a separate one) so it might be better to take my hdtphysicsextensionsdefaultbbp.xml and use JFF to change the butt bounce parameters to the ones you want from Hawt HDT.

Everything inside the NPC R Butt and the NPC L Butt rigidbody entry and everything inside the L Butt and R Butt constraints (constraints tab) needs to be exchanged.

It might help if you open two instances of JFF at the same time, one with my xml loaded and one with the Hawt HDT one.

 

Oh and don't exchange the GroupID and "No Collide with" settings in the rigidbodies. They are not related to jiggle dynamics and should stay as they are so you still get all the collisions. Only activate additional "no collide with" checkboxes if the collisions get weird after the changes you made.

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@Deathmaw

That image is no longer there. Imgur tells me that it got removed.

 

@SeveN085:

Sure, no problem. First let me check out that physics mod you linked to.

...

Ok, that FOMod installer is broken for me. It seems to work alright but then there are no files in the mod folder.

Means I'll check these xmls with JFF directly instead of trying them out ingame.

 

edit:

Editing xmls by hand is cumbersome (I can do it but I would have a hard time to describe it, you have to check the hkobject numbers and the references to other objects and so on, it doesn't help that some butt related physics properties are not even inside the butt hkobject entry but in a separate one) so it might be better to take my hdtphysicsextensionsdefaultbbp.xml and use JFF to change the butt bounce parameters to the ones you want from Hawt HDT.

Everything inside the NPC R Butt and the NPC L Butt rigidbody entry and everything inside the L Butt and R Butt constraints (constraints tab) needs to be exchanged.

It might help if you open two instances of JFF at the same time, one with my xml loaded and one with the Hawt HDT one.

 

Oh and don't exchange the GroupID and "No Collide with" settings in the rigidbodies. They are not related to jiggle dynamics and should stay as they are so you still get all the collisions. Only activate additional "no collide with" checkboxes if the collisions get weird after the changes you made.

Thank you, it seems to be working. BTW I wanted to edit it in notepad, I had no idea of this "JFF" you were talking about so I googled and found it, so also thanks for showing me this software, it really made things easier.

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I just did this too. Does it affect all dragon riding or just the DLC tutorial?

I would assume all DLC dragon riding, I think the Dragonborn DLC edited the dragon skeleton to allow the player to be attached (which gets overwritten by the beast HDT skeleton).  I honestly never tried dragon riding after the forced tutorial because I always found it to be more trouble than it was worth, Bend Will is just a fancy Kyne's Peace shout for me now.

 

attachicon.gifskeleton.nif

note: untested

Oh, that's the reason. I wondered about that saddlebone in there and then it hit me. I must have used the original Skyrim dragon skeleton instead of the Dragonborn one.

Well, shit like that happens if you spend more time modding a game than actually playing it so you at least know what changed in the DLCs.  :blush:

Thanks for the fix btw.

 

...

Bed time for me, so I'll fix Beast HDT tomorrow.

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hi, how i can get hdt testicles for Equipable Schlongs  :s , i installed this before with fomod, but only breast and butt bounce works for me, i think i installed correctly the SOS phase, but it doesn´t work with Equipable Schlong, im not looking for collision/vagina or something else, just Breast, Butt and Testicles bounce  :blush:

 i tried others mods, but they broke my game  :-/ , this mod is my last hope 

 

 

Edit: I´m using SOS Light

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