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Posted

Rans Headmesh is almost certainly being 100 % overwritten by All-in-One, which needs to edit the headmesh to place an important HDT node in it; replace or cover that up and this mod stops working. So you would need a version of Rans Headmesh that contains that edit (which I do not know how to do)  and then overwrite All in One with it.

 

Double click Ran's headmesh, go to Conflicts. You can also left click the top line with "Mod Name" "Nexus ID" and so on, and select "Flags" if it's not active, then reshape the categories so flags actually show up. A white lighting bolt means total overwrite, no part of the mod is showing up and you might as well disable it, yellow bolt with a red minus means parts of the mod is being overwritten, a green plus means it's overwriting, and both a plus and a minus means it's had it's files both overwritten and is overwriting other things.


Hold on, hodor, sorry; of course the load order is reverse order... okay that means very little of this mod works at all. Your headmesh is overwriting all in one, so all women using the default (character assets) body have a non-functioning vagina, and because Bijin mods are all further down from it, none of them are getting patched as they should. Please move All in One WAY down, preferably below or just above the skeleton (doesn't matter; exact same files).

Posted

Rans Headmesh is almost certainly being 100 % overwritten by All-in-One, which needs to edit the headmesh to place an important HDT node in it; replace or cover that up and this mod stops working. So you would need a version of Rans Headmesh that contains that edit (which I do not know how to do)  and then overwrite All in One with it.

 

Double click Ran's headmesh, go to Conflicts. You can also left click the top line with "Mod Name" "Nexus ID" and so on, and select "Flags" if it's not active, then reshape the categories so flags actually show up. A white lighting bolt means total overwrite, no part of the mod is showing up and you might as well disable it, yellow bolt with a red minus means parts of the mod is being overwritten, a green plus means it's overwriting, and both a plus and a minus means it's had it's files both overwritten and is overwriting other things.

Hold on, hodor, sorry; of course the load order is reverse order... okay that means very little of this mod works at all. Your headmesh is overwriting all in one, so all women using the default (character assets) body have a non-functioning vagina, and because Bijin mods are all further down from it, none of them are getting patched as they should. Please move All in One WAY down, preferably below or just above the skeleton (doesn't matter; exact same files).

 

It says Bijin mods are getting overwritten by All-in-one HDT Body replacer. Doesn't that mean they are getting the patch from the HDT Vagina Body replacer? The bijin all in one file only contains the .esp file nothing more. That's why its further down to match its load order properly. The normal bijin files I put right before HDT Vagina to have them be overwritten.

Posted

Ah, okay, I thought final Bijin contained the full files. If you have installed this mod for Toccata or Serana however they get no benefit of it in current load order.

Posted

Ah, okay, I thought final Bijin contained the full files. If you have installed this mod for Toccata or Serana however they get no benefit of it in current load order.

Nothing for the moment on Serana as I left her alone for the time being. As for Toccata I have MO ignore/hide the conflicting files. If I understand MO that is. What should I do with the head mesh though from ran?

Posted

Have you tried ingame sex, that is do the vag work as it should, or as the images claim it should? I am not 100 % certain but I believe if you replace the head mesh of this mod it breaks the mod. I do not know enitrely how to fix that.

 

You can download NifSkope (free)  then open the Ran head mesh and the head mesh in All in One character assets and compare them to each other, see specifically if the one from this mod contains any extra data with HDT mentions. If so left click Ran, add new Data then the type of data ("stringextradata" I think), then manually edit the lines and copy paste over the same from this mod's meshes. That's what I did with the files I have posted.

Or decide if you really need the different head mesh, try ingame and see how your character looks without it.

Posted

I removed the head mesh since it seems like it doesn't effect my character too much. Is the bodyslide head suppose to overwrite the HDT head though? Did almost have a stroke. Disabled the head mesh or so i thought and went and loaded my janitor file then my Paladin and it CTD. Apparently MO thought I said the HDT body lol.

Posted

Well like I said, the TMB body from Bodyslide would overwrite your latest body mesh and end up in that box... which just happened to be your head mesh, since that was loaded last instead of All in One as I presumed. :P

Posted

Hi,

 

thx for your answer so the problems are still present. That spares me the pain to test it, again :) I ran a collision enabled setup for quite a while (I have a i7 ~4Ghz) but i got upset after some time with the graphic glitches and the random crashes. (even if they are rare) Adding a few ressource hungry scripts like arousal will quickly push your game to uplayable state.

Posted

A situation has been changed,,just my hands and face is a little bit dark..body is okay, i don't know what is the problem...

Posted

Well like I said, the TMB body from Bodyslide would overwrite your latest body mesh and end up in that box... which just happened to be your head mesh, since that was loaded last instead of All in One as I presumed. :P

 

Took your advice and move the HDT Body and the SKSE makeup and put them near the bottom next to the skeleton file. LOOT seems to want to move the Schlongs of Skyrim.esp file though further down and it started causing problems. Such as CTD's with OSex so I put it back where it was. Is it safe to keep it where it was?

Posted

Well like I said, the TMB body from Bodyslide would overwrite your latest body mesh and end up in that box... which just happened to be your head mesh, since that was loaded last instead of All in One as I presumed. :P

Since converting to TMB I just noticed I got this problem. So I botched it somewhere. Cause my feet and hands are cut off lol. Check Serana as I gave her the TMB body for HDT Vagina and she looks fine. Me not so much.

 

 

-TES5Edit

+BodySlide and Outfit Studio

+Output FNIS Files

+Output Extra SKSE Scripts

+Bashed Patch

+TES5Merged

+Alternate Start - Live Another Life

+XP32 Maximum Skeleton Extended

+The Eyes Of Beauty

+High Res Female Face Makeup for SKSE

+All-in-One HDT Animated Pussy Body

+Lady Keaira's Armor

+Complete Fast Travel Overhaul

+TMB Vanilla Armors

+Simply Knock

+RS Children Overhaul USLEEP Patch

+FNIS PCEA2 - Player Exclusive Animations (dynamic)

+SeranaDialogEdit v 081

+Seranaholic

+Toccata as Elisif v1.3

+Toccata Follower

+Bijin All in One-2016

+Immersive Weapons

+Auto Unequip Ammo

+Run For Your Lives

+When Vampires Attack

+Ciri's Outfit 1.3

+HD Armored Circlets

+EisenUnpV2

+Nezzars Lingerie Collection

+JKs Cities - Lite and SuperLite

+Immersive Armors

+The Ravens Breezehome

+Royal Blue Palace

+Clothing and Clutter Fixes

+Seasons Of Skyrim ENB Data Files

+Erik the Slayer

+A Matter Of Time

+Improved Dragon Shouts

+Better Magic

+Kinoko Pose

+Aloe Poses

+Halo Pinup Poser

+FNIS Behavior

+Pubic hairstyles all in one UNP

+High Resolution Brows

+Realistic Force

+RaceMenu v3-4

+KS Hairdos - HDT Physics BBP Fix

+KS Hairdos Renewal

+Immersive HUD - iHUD

+SkyUI

+Sit animation

+sexy idle Animation

+Bijin Warmaidens

+Bijin NPCs

+Bijin Wives

+A Quality World Map and Solstheim Map - With Roads

+Better Male Faces

+0SEX

+Crash Fixes

+OneTweak

+SKSE Scripts

+RS Children Overhaul

+JaySuS Swords

+Extensible Follower Framework v4-0

+OSA

+SOS

+Unofficial Skyrim Legendary Edition Patch

*Unmanaged: Dragonborn

*Unmanaged: HearthFires

*Unmanaged: Dawnguard

 

post-1016637-0-86528900-1472576105_thumb.jpg

Posted

@Hippeus :

 

they all have 3 formed ?

 

Unified Unp Special

Unified Unp Hands Special

Unified Unp Feet Special

post-282039-0-49239500-1472577598_thumb.png

post-282039-0-42045700-1472577611_thumb.png

post-282039-0-75540600-1472577622_thumb.png

Posted

@Hippeus :

 

they all have 3 formed ?

 

Unified Unp Special

Unified Unp Hands Special

Unified Unp Feet Special

Yeah I went and did that to fix that issue when she is naked now it produces this effect on armor and clothing that was made specifically for this body.

Posted

@fktmfpeps

 

make please 2 screenshots, meshes folder and texture folder, and post them here.

as i'm now using MOD organizer, i can't show my texture and mesh folder,

some add of my situation, in game sometimes hands and face become normal, but then my body become gray tone, and when my body become normal, my hands and head return to gray tone..

is that problem of memmory or..

Posted

My notebook computer is now using 740m geforce.

Is it nit ehough fir this mod...?

God damn

Posted

Hi.

 

Having some strange problems after installing the mod. I've reinstalled all my hdt stuff and animated pussy a few times but I can't seem to fix this.

 

I have HDT hairs installed but I have the fix downloaded and installed too. I also have HDT cloaks installed.

 

Hope you guys can help.

 

edit: It was Illustrious HT cloaks doing it. Seems like uninstalling it fixed it.

post-1110899-0-54389200-1472583666_thumb.jpg

Posted

So thanks again Sacremas, fixed the leito Schlong problem with the HDT Data from his thread. So collions finally working again. And the understanding to the Mesh on mesh attach was a help too. Keep up the good support my friend. Many on LL should be like you. 

Posted

Hi,

 

thx for your answer so the problems are still present. That spares me the pain to test it, again :) I ran a collision enabled setup for quite a while (I have a i7 ~4Ghz) but i got upset after some time with the graphic glitches and the random crashes. (even if they are rare) Adding a few ressource hungry scripts like arousal will quickly push your game to uplayable state.

 

That's a way better processor than my i5-2500k 3.3Ghz (OC by a small notch, varies), and I don't have much issues running Aroused, which actually isn't very resource hungry, redux that is, as Fishburger did some really good work to sharpen that up. Can you give me a mod list? I know of a few specific mods that takes up insane amounts of resources that will be an issue. Note that if it's in Riften you've seen this, this happens for basically everyone in Riften, something with the tile set used there, you have to ignore it then and just get done with the area fast (and run a light game if you want to do a thieves guild focused game).

 

 

 

Well like I said, the TMB body from Bodyslide would overwrite your latest body mesh and end up in that box... which just happened to be your head mesh, since that was loaded last instead of All in One as I presumed. :P

 

Took your advice and move the HDT Body and the SKSE makeup and put them near the bottom next to the skeleton file. LOOT seems to want to move the Schlongs of Skyrim.esp file though further down and it started causing problems. Such as CTD's with OSex so I put it back where it was. Is it safe to keep it where it was?

 

 

I stopped listneing to MO's complaints quite a while ago. Honestly I think they are for the most part stupid, and the tooltip is retarded and completely against the idea that MO is for people that know what they are doing.

 

Essentially MO is collaborating files betwen two places, where they are placed on the left and on the right, and tries to get it the same if there are conflicts, assuming that if you want it to match on one side you want it on the other, ignoring that it may be the same files but newer that is overwriting currently. This was very obvious about a year ago with previous verison of Schlongs of Skyrim, which came pre-packaged with PapyrusUtil (a mod by Ashal for Sexlab, a resource management framework). LOOT was set up to always place Schlongs of Skyrim.esm after Sexlab Framework.esm, and at this point Mod Organizer noticed that SOS and Sexlab had the same files that Sexlab was overwriting even though SOSwas lower on the load order chain, and threw up that signal that it absolutely wanted to move the files down. But since SOS was using a very outdated version of PapyrusUtil lacking a lot of features that Sexlab needed, this utterly broke Sexlab if you let LOOT do so. Now these days PapyrusUtil no longer comes bundled with Schlogns of Skyrim (latest verison, which you are presumably using), and so is no longer an issue... but PapyrusUtil has become very very popular on the Neuxs, and is used in a LOT of mods including Campfire, Frostfall and most of Chesko's other mods, and a ton of popular mods, which usually bundle files older than what Sexlab Framework needs, creating the exact same issue again, but on a larger scale. I do not use OSA so I can't say if the same thing goes for that, if OSA use PapyrusUtil, I don't think so due to it's ActionScript innovation.

 

Basically if MO is going to have those sort of auto-sort features, it needs to have also the same sort of features that LOOT has, that you can define that it should not place certain mods after certain other mods REGARDLESS. Until it does have that, you are just going to largely take that notification like a loose suggestion, and be aware of hor your mods work together on your own. In this case you can just ignore it. Here's some load order rules that I like to use;

 

1) Masters of other mods, if a mod is mainly a master to other files, place it first. This includes OSA, Sexlab, Schlongs of Skyrim, Campfire, Inn Girl Resources, and so on. Most important for ESMs. ALso includes of course the base game ESMs (Skyrim.esm, Update.esm etc)

2) Bugfix mods that fix bugs in the main game itself. Later mods may want to change what they fixed to soemthing else entirely, load these mods after those and you are setting the game back to vanilla and breaking stuff. THis includes things like USLEEP, WM Flora Fixes, Cutting Room Floor, Weapon and Armor Fixes, Clothing and Clutter Fixes (and that's the load order of those five files incidentally, WM Flora overwrites USLEEP, CRF overwrites USLEEP; W&AF overwrites CRF, and place W&AF before C&CF and you will get a lot of naked mages only wearing a cowl and no torso item), etc.

3) Interface mods, including SkyUI, Racemenu, UIExtensions, Extended UI, Immersive HUD, etc.

4) Hair mods, brow mods, beard mods and generally other cosmetic mods. Mods that come later will want to use these, and may have them as masters. Schlongs of Skyrim.esp and all of the addons goes in here also.

5) Weapon and Armor Mods, including Immersive Armors+Weapons, Heavy Armory, Dawnguard Arsenal, Weapons of the Third Era, etc. Things that should end up in your level lists, and that later mods may want to access, to give named NPCs specific Immersive Weapons or new armor sets. Place these after the NPC mods, and you get grayfaced NPCs.

6) Generic unnamed NPC mods, things like Inconsequential NPCs, OBIS, Monster Mod, Skyrim Immersive Creatures, the Wenches mods, Guard Dialogue Overhaul, Diversified Guards, etc. The general population and enemies of SKyrim that are not named important NPCs.

7) Most other mods that do not fit into a specific category on this list. Weather mods, most Sexlab mods, etc.

8) Overhaul mods, that change significant parts of the main game. This includes standing stone overhauls, perk overhauls, magic overhauls and race overhauls, place Perk overhauls after Magic overhauls if they are not the same. Reason they are placed this low is because a lot of the above may include perk or race edits to fit in details like new hair colors or something useless like that, or perk changes that are just a change to the description to the perk but will break a perk overhaul. Krytopyr's mods (Crafting Overhaul, Trade & Barter, etc, I use almost all of her mods) are especially notorious for this. If you use any of EnaiSiaion's mods (Apocalypse, Ordinator, Aurora, etc) I recommend to put them all here.

9) Specific NPC mods. Inhabitants of Skyrim, Ultimate NPC Overhaul, Foxy Skyrim, Bijin Warmaidens, Serana mods, etc. All of those goes here. You don't want them overwritten in any fashion at all from any of the above, it's basically the single thing that's easiest to spot when it's wrong in game, via grayface. Note that some of these (notable Foxy Skyrim) include race records, please resolve these manually in TES5Edit by dragging over things from your race overhaul if you are using one, like Imperious or SkyRe Races or Requiem.

10) Mods that absolutely have to be below everything else in order to be sure to function. This includes Live Another Life and Amorous Adventures, and not that many others; in general you can ignore it when mod authors say to place their mod at the bottom, the two I mentioned actually needs it, follow the above guidelines on the others. Mod authors put these guidelines in either because they do not know any better, or they actually do it just to cut down on the amount of bug reports they would get from load order alone.

11) Auto-generated patches. Automatic Variantes, TES5Merged, Bashed Patch, ASIS, DynDOLOD, Requiem for the Indifferent, Patchus Maximus, and so on.

 

Follow these guidelines and you will be spared of quite a lot of problems in your game, and it will generally be a better load order than LOOT; LOOT actually tries to follow the above pretty exactly, the problem is that it's not aware of all mods that ever was, and so may guess that something is a cosmetic mod when it's actually a NPC overhaul, etc. Generally I recommend to only use LOOT as a general guideline, and only work out the actual load order on your own, manually, or at least always look over LOOT's generation yourself and see how closely it follows the above list. Generally you will be able to hit Mod Organizer's auto-sort thing of assets (left hand panel) after you have placed your mods like this also.

 

 

 

what they have set for a weight? 100?

 

body slide weight 100 set, the rest ingame with showracemenu.

 

not sure what you mean.

 

 

 

A lot of armor mods do not come with a working weight slider, they are set to weight 0 or weight 100 only. This is because implementing a weigth slider actually doubles a modder's work. I am pretty sure TMB has it working.

 

I have seen such seams before on bodies, especially CBBE bodies through bodyslide, but I do not know exactly what it's from. I think you need to ask Osinus about this on the Nexus Bodyslide thread, as this is just general Bodyslide issues rather than issues pertaining to this mod in particular.

 

 

My notebook computer is now using 740m geforce.

Is it nit ehough fir this mod...?

God damn

 

 

What RAM do you have, are you using Windows 10, and what is your ENBLocal.ini set to under VideoMemorySizeMb?

The vagina's collisions dont work?

 

I have done everything i've meant to as well

 

http://imgur.com/a/fe3uN

 

Obviously you haven't; you are either letting another body's mesh overwrite that of your female body (such as if either of the characters in the image is a custom race or a companion with a custom/unique body and mesh), or you are wearing items that are blocking your HDT nodes.

Posted

I have collision working well with NPC's, (my female character with a schlong+npc) but when she gets some action it's just the pussylips that moves. I created my own COS body with the bodyslide and as far as i know it's good to go like that. Nothing is overwriting AIO folder. Any ideas what could cause the problem?

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