Badviper Posted March 31, 2018 Posted March 31, 2018 Hello everyone. I've been looking through recent topics and unfortunately I can't seem to find anything that fixes this issue. From what I've looked into, it seems to be a skeleton problem, but no maximum compatibility skeleton I've downloaded and replaced seems to have any effect. I'm using this mod https://www.nexusmods.com/oblivion/mods/35358 to allow it such that only my character and a select few npcs will have different "special" bodies. This way, I can more or less roleplay that my character is simply eccentric, to meet halfway between lore friendly and immersion breaking sexiness. At any rate, the crux of the problem is stretching breasts. Depending on the model they sometimes go some 10 feet in front of her, and sometimes go all kinds of wonky, where I can't see where they end. I've researched the issue and found that this is commonly a skeleton issue, and so I've tried multiple different skeletons that claim to have max compatibility, but there is no change. I admittedly don't know much about how to sort load order, but I do have Oblivion Mod Manager if that might solve the problem. Here is my current load order. Any help would be greatly appreciated. Thanks in advance. ^^ Oblivion.esm unofficial oblivion patch.esp UOP vampire aging and face fix.esp Oblivion Citadel Door fix.esp All the DLC in the same order (relative to each other) that they started in knights.esp setbody.esp specialanims.esp Oblivion Character Overhaul.esp Merida Hair.esp. I'm using OBSE 21 I believe. Additionally, the Merida hair doesn't show up at all in the character creation menu, but I'll cross that bridge later. xD
fejeena Posted March 31, 2018 Posted March 31, 2018 Use Growlf's Universal skeleton ( all other are old ) https://www.nexusmods.com/oblivion/mods/37596/? Have you enabled archive invalidate via Bsa Redirection ? ( with Wrye or OBMM or manually ) Without archive invalidate the game will always use the original files int the packed bsa files. Hope you have not installed your game in C:program files (x86) ! archive invalidate may not work. Read https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbb-load-order-sorting-espesm-cleaning-cs-cse-body-stretching/ see archive invalidate and scroll down to 2. Problems during gameplay. Penis/Breast stretching ( BBB Mods and/or LAPF)
Badviper Posted April 1, 2018 Author Posted April 1, 2018 Ah! Thank you. That's what I was missing. Archive invalidation. ^^ I am now getting a glitch where the face has a grey texture, but I'm assuming that's just because of a missing texture or load order. ^^
fejeena Posted April 1, 2018 Posted April 1, 2018 Yes sounds like load order or wrong texture. Missing texture is purple/pink in game.
Badviper Posted April 1, 2018 Author Posted April 1, 2018 Yep! That's exactly what it was. ^^ I hope it's alright if I post another question here. Figured it would be better than starting a new topic. As I understand it, the mod Blockhead v2 allows for player unique bodies and animations?
fejeena Posted April 1, 2018 Posted April 1, 2018 11 hours ago, Badviper said: As I understand it, the mod Blockhead v2 allows for player unique bodies and animations? Yes. player and NPC can have unique bodies and body textures and animations. I never tired the animations but the bodies are easy. Spoiler Blockhead All you need is the Blockhead.dll in data\OBSE\Plugins With the first game start it will create a ini ( but you must not add or change anything in the ini ) What you must do: Here how to add body meshes and textures You create folders ( F= female . M = male ) Textures\Characters\BodyAssetOverrides\PerRace\F\ Textures\Characters\BodyAssetOverrides\PerRace\M\ Textures\Characters\BodyAssetOverrides\PerNPC\ meshes\Characters\BodyAssetOverrides\PerRace\F\ meshes\Characters\BodyAssetOverrides\PerRace\M\ meshes\Characters\BodyAssetOverrides\PerNPC\ ( If you want to change the head the folder names starts with meshes\Characters\HeadAssetOverrides\..... or textures\Characters\HeadAssetOverrides\.... ) ....................................... Example1: You want female Blood elfs with A cup body. The name of the Bloodelf race in the Blood Elves.esp is Blood Elf ( the NAME not the ID name ) Or if you want the Imperial race: The ID name in all Oblivion versions is Imperial , but you need the name ! The name is Imperial if you have a english Oblivion version, but with a german version you use the name Kaiserlicher. in the folder meshes\Characters\BodyAssetOverrides\PerRace\F\ you copy all the meshes you want in the F folder ( the hand ,foot, upper and lower body ) The 4 meshes you rename to Blood Elf_foot.nif Blood Elf_hand.nif Blood Elf_UpperBody.nif Blood Elf_LowerBody.nif !!! not Blood Elf_femaleLowerBody.nif !!!! Done! Now in game a female Player character Blood elf and all female Blood elf NPCs will use the A cup body. ___________________________________________________________________ Example2: If you want A cup with your Player with all races you use. ( Then don't do example1 ) The Player is a NPC and in the Oblivion .esm with ID 00000007 You need a new folder "Oblivion.esm" in the PerNPC folder meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm\ Now you copy the 4 body meshes you want in the Oblivion.esm folder You rename the 4 meshes to 00000007_lowerbody.nif 00000007_upperbody.nif 00000007_hand.nif 00000007_foot.nif Done. All Player characters you create will use the body, no matter what race you use. ( and also male characters. If you ever play a male you should delete the 4 body meshes , or replace with male body meshes you want ) --------------------------------------------------------------- Example3: Body for one NPC: My Secret Sanctuary Mod, NPC Vexy. You create a new folder "Secret Sanctuary v1.esp" in the PerNPC folder meshes\Characters\BodyAssetOverrides\PerNPC\Sanctuary v1.esp\ You copy femalelowerbody.nif , femaleupperbody.nif, femalefoot.nif, femalehand.nif in the ....\PerNPC\Sanctuary v1.esp\ folder. You rename the 4 meshes to ( you need the Base ID number ( not the Ref ID ! ) Vexy base ID is [NPC_:0101983B] replace the first 2 numbers (the Load order ID) with 00. 0101983B == 0001983B so the mesh names are 0001983B_lowerbody.nif 0001983B_upperbody.nif 0001983B_hand.nif 0001983B_foot.nif !!! No female in the names !!! femaleupperbody.nif or femalehand.nif will not work !!! Done. If you want DynariAmnis , member of the Thieves Guild, lives in the imperial city. She is a vanilla NPC in the Oblivion.esm. Folder name: meshes\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm\ Her base ID is "Dynari Amnis" [NPC_:0001FC57] So the mesh names are 0001FC57_lowerbody.nif 0001FC57_upperbody.nif 0001FC57_hand.nif 0001FC57_foot.nif Done. ------------------------------------------------ The same you do with textures. If you want the playerNPC you need folder textures\Characters\BodyAssetOverrides\PerNPC\Oblivion.esm\ Female: If you use HGEC you have only femalefoot:dds and femalehand.dds You rename the 2 textures and the _n.dds 00000007_hand.dds 00000007_hand_n.dds 00000007_foot.dds 00000007_foot_n.dds Male: With Roberts male you have only a foot:dds 00000007_foot.dds 00000007_foot_n.dds If the race have a tail you need tail.dds and tail nif. ------------------- The same with heads in the meshes\Characters\HeadAssetOverrides\..... or textures\Characters\HeadAssetOverrides\.... ..................... The names you can use in the BodyAssetOverrides folders for nif and textures are UpperBody LowerBody Hand Foot Tail In the HeadAssetOverrides folders you can use Head EarsMale EarsFemale Mouth TeethLower TeethUpper Tongue EyesLeft ( nif override only. No textures ) EyesRight ( nif override only. No textures ) with the Race name or base ID number. ----------------------------------------------------------------------------------------------------------------- ______________________________________________________________________ You do not have to do anything in the game ! Just create the folders you need and add the nif and dds you want. EDIT: Update animations: Spoiler NPC and Player animations can be overridden on a per-NPC/per-Race basis too. Animation overrides are implemented as special animations internally. All animation files need to be placed in the following directory: Meshes\Characters\_Male\SpecialAnims. ....................................................... Example: Kf files for the player. You want new jump animations you found in a aniamtion replacer Mod only for your player. ( Player has base ID 00000007 ) jumpstart.kf jumploop.kf jumpland.kf You rename the kf files to jumpstart_BLKD_PERNPC_Oblivion.esm_00000007.kf jumploop_BLKD_PERNPC_Oblivion.esm_00000007.kf jumpland_BLKD_PERNPC_Oblivion.esm_00000007.kf And put the files in the Meshes\Characters\_Male\SpecialAnims folder or the a new walk aniamtion for the player walkforward.kf must be renamed to WalkForward_BLKD_PERNPC_Oblivion.esm_00000007.kf --------------------------------------------------------------------------------------------------- Example: Kf files for an NPC If you want a sexy walk animation for the Corinthe whore "Inga Loose-Legs" from ElsweyrAnequina Mod. esp name: ElsweyrAnequina.esp "Inga Loose-Legs" Base ID 0203C8B7 ! remember the first two numbers are the load order and must be replaced with 00. So 0203C8B7 is 0003C8B7 ! Then you rename the walkforward.kf to walkforward_BLKD_PERNPC_ElsweyrAnequina.esp_0003C8B7.kf And put the files in the Meshes\Characters\_Male\SpecialAnims folder Now "Inga Loose-Legs" use a own sexy walk animation.
DarkPhoenixFF4 Posted April 1, 2018 Posted April 1, 2018 The Animation Blockheadizer ( https://www.nexusmods.com/oblivion/mods/45625 ) makes doing animations with Blockhead really easy. It automatically names the animation files to match Blockhead's naming scheme. I have conversions of a bunch of animation mods if you don't want to bother with it, though.
Badviper Posted April 6, 2018 Author Posted April 6, 2018 Thanks muchees. If I may ask one more question. I apologize if I'm being a pain. I've recently tried to install the better cities mod, with the understanding that it's a very complex mod. After reading the instructions carefully, I've downloaded the primary resource pack, the main mod, and the 6.0.8 update. Using OBMM, I install the resource pack first, the main mod second, and the update last. After this, I run BOSS, sort load order with LOOT, and then update the wrye bash patch, but I still get missing meshes and textures galore. I'm not sure what I'm doing wrong. Thanks in advance.https://www.nexusmods.com/oblivion/mods/16513
fejeena Posted April 6, 2018 Posted April 6, 2018 Missing meshes...are missing, should not be a load order problem. But ??? I run BOSS, sort load order with LOOT ???? What ? BOSS Or LOOT ? Oblivion NEVER LOOT ! !! ! ! Use BOSS or sort manually !! ! ! I don't use the new Better City version. ( I use a very old one , as all cities had individual esp, and I only use 2 cities and the waterfront. ) So I don't know if in the new core pack are missing meshes, or errors in the eps (wrong mesh path) , or .... But your install order was ok. I hope someone who use the new Better Cities mod can help you
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