RespectX Posted March 20, 2016 Posted March 20, 2016 For one reason or another, my character, when stripped, is still in her underwear. I do happen to be using a custom class, and said custom class credits UNP as the body base, so i installed UNP and to no avail. I have a custom skeleton installed, Xp32 extended, however FNIS gives off warnings on how it didnt install xp32 related fixes. Im at a loss here. EDIT W/ Solution Use a BSA unpacker to unpack the BSA file. Take note of the file path where your mesh files are , for example, mine were in BSAUnpacker/meshes/nephilim/body . The BSAUnpacker part of the file name is irrelevant to skyrim, so youd create a custom folder path with just meshes/nephilim/body . Drop the UNP or CBBE meshes into this new path, and Zip it into a folder. Have MO or NMM create a mod with it, and make sure its below the custom class youre making changes to in the load order.
Kuroyami Posted March 20, 2016 Posted March 20, 2016 Using a custom race can mean that the body mesh used for the race is not in the vanilla path, where mods like UNP or CBBE, along with their variants replace the vanilla meshes. Checking the custom race mod's Meshes folder can help, as the body mesh is likely in that folder somewhere. I'd imagine that NPCs are naked when stripped in your game? Not sure why FNIS would not detect that skeleton mod. Are you using the most recent version? If not it's here - XPMSE. If that is the one you are using already, then it could depend on how you are running FNIS. If using Mod Organizer, then you have to run the GenerateFNISForUsers program through MO for it to properly detect your animation mods. It's best just to install it as a Mod in MO, and then add the GenerateFNISForUsers.exe program to the list of those that MO can run. Otherwise, while I'm not exactly sure about this, if you are using NMM or manually installing mods, FNIS has to be installed within the Data folder(which NMM should deal with fine).
RespectX Posted March 20, 2016 Author Posted March 20, 2016 Youre correct in assuming that all other npcs strip properly. So i can resolve that by replacing the meshes for the custom race with the ones found in UNP? As well, im not fully worried about the Skeleton, because it installed them properly in the past. I wanted to include as much info as possible, and figured it might be relevant. However, i am using the most recent one. I do use NMM and it doesnt give me trouble with FNIS so i think im fine there.
Kuroyami Posted March 20, 2016 Posted March 20, 2016 Youre correct in assuming that all other npcs strip properly. So i can resolve that by replacing the meshes for the custom race with the ones found in UNP? Yep. You might have to rename files, if the custom race's meshes are named differently to the game's vanilla meshes. Also, the meshes used by the custom race may point specifically to the textures the race uses, and when the meshes are replaced, these UNP meshes need to be edited with Nifskope(a very simple edit) to point to the custom race's texture path - as otherwise the body would be using the default UNP textures, and will not match the head texture for your character.
RespectX Posted March 20, 2016 Author Posted March 20, 2016 Strangely, the meshes it uses only branches off into animations and behaviors. Other than that, is it pecuilar that the mod contains both a BSA and a ESP? It also has an INI file, which contains [General]ClearInvalidRegistrations=1[Display]iTintTextureResolution=2048[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 [Edit] Tried to take a peak at the mod file in the creation kit, and the creation kit spit out a bunch of error messages before crashing.
WraithSlayer Posted March 21, 2016 Posted March 21, 2016 Strangely, the meshes it uses only branches off into animations and behaviors. Other than that, is it pecuilar that the mod contains both a BSA and a ESP? Having both an ESP and BSA is perfectly normal. ESPs store data structures, whereas BSA are assets packages. However, the presence of a BSA means that the mesh files you're looking to replace may very well be inside that. You'll want to use a BSA extractor to check the contents, and if you find body mesh files, place the replacement ones you want to use in the Skyrim directory that matches the structure of the BSA file. (Skyrim will prioritize loose files over BSA contents whenever duplicates are found)
Kuroyami Posted March 21, 2016 Posted March 21, 2016 Strangely, the meshes it uses only branches off into animations and behaviors. Other than that, is it pecuilar that the mod contains both a BSA and a ESP? It also has an INI file, which contains [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Edit] Tried to take a peak at the mod file in the creation kit, and the creation kit spit out a bunch of error messages before crashing. I'd imagine that .ini file was in the "Data\SKSE" folder, right? If so that is an ini file for the Skyrim Script Extender, which makes a few fixes to how the game processes memory, allows the game to use higher-res tintmasks(i.e warpaints, scars), etc.
RespectX Posted July 31, 2016 Author Posted July 31, 2016 Im about to go full pro necromancer, and raise these skeletons from the grave. I took a nice long break from skyrim, and am recently returning to fiddle some more. Im having this same issue. Heres where i am now. I have successfully unzipped the BSA folder, and it looks strange. For those who care, this is the Nephilim race mod. Moving on, inside the mods directory are 8 sub folders. I downloaded a zip version of UNP to replace defaults with. Under meshes, there are 3 folders. meshes/anton (wings) meshes/actors which goes into meshes/character/animations meshes/chacter/behaviors and meshes/character/facegendata,and Meshes/Nephilim. This is where it gets complicated for me. Under nephilim is where the body and head are. There are also clutter folders, like clothes claws enchanting eyes, hair, and so on. I replaced under body, all meshes i could possibly with ones from UNP, and same with textures, replacing all textures it wanted me to. Doing this caused my character in game to vanish, leaving just eyes, and a mouth. No face or body. Ive fiddled, using both UNP and CBBE to try to see if either works, but for some reason, it doesnt. Replacing the head folder with the default head seems to clear it up, but no progress is made, and underwear still exists.Any insight?
Kuroyami Posted July 31, 2016 Posted July 31, 2016 The mod's page does mention how to easily change the body, which worked for me when I tried it. I have a specific mod setup, which is nothing but a collection of meshes generated by Bodyslide, that replaces the vanilla body - along with the base body meshes from the Seraphim body mod, and the body meshes from a few other mods. You could try creating the needed path within the Overwrite folder - just create this filepath within it: meshes/nephilim/body - adding the six meshes to the body folder. Then click on the overwrite line in MO, and click "Create Mod", name it whatever you like, and then activate the mod. If you see a conflict with the main Nephilim mod, and it is the six meshes you added, it should work properly in-game.
RespectX Posted August 1, 2016 Author Posted August 1, 2016 The mod's page does mention how to easily change the body, which worked for me when I tried it. I have a specific mod setup, which is nothing but a collection of meshes generated by Bodyslide, that replaces the vanilla body - along with the base body meshes from the Seraphim body mod, and the body meshes from a few other mods. You could try creating the needed path within the Overwrite folder - just create this filepath within it: meshes/nephilim/body - adding the six meshes to the body folder. Then click on the overwrite line in MO, and click "Create Mod", name it whatever you like, and then activate the mod. If you see a conflict with the main Nephilim mod, and it is the six meshes you added, it should work properly in-game. I added the UNP bodys to a folder with the nephilim mods body path and marked it as a seperate mod. I dont know why this worked more than outright replacing them, but this seems to have done the trick. Ill edit the first post to include the full solution. Thanks for your help, I really appreciated it. On the bright side, i learned alot about the way skyrim character mods work. Maybe ill try my hand at it in the future.
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