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Posted
3 hours ago, Elysian97m said:

They are stiff but I have HDT-SMP. Should I use FSMP?

 

They can't be stiff and have SMP at the same time.

 

If you're on AE you have to use FSMP. That's the only one compatible with AE. If you don't know what version you're on, that's likely your problem.

Posted
2 hours ago, zarantha said:

 

What path is bodyslide outputting to when you build one outfit?


Changing to CBBE is unlikely to help. Many DD meshes are simply not included in the mod to save space, which means you MUST build them in bodyslide no matter what body.

Yeah, changing to CBBE didn't work. The pathing says it is going to: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes.

I am using a modpack, so I am worried that that has something to do with it, but I am running bodyslide through mod organizer so I don't think that should be the case. There's a meshes folder in the game-files folder of this modpack, but I tried running bodyslide there too but it didn't do anything for me. 

Posted
10 minutes ago, NameSake20 said:

Yeah, changing to CBBE didn't work. The pathing says it is going to: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes.

I am using a modpack, so I am worried that that has something to do with it, but I am running bodyslide through mod organizer so I don't think that should be the case. There's a meshes folder in the game-files folder of this modpack, but I tried running bodyslide there too but it didn't do anything for me. 

 

By modpack you mean you're using a wabba list? You might need to contact that list for gotchas.

 

Could you attach screenshots of the path when you generate one outfit and of your bodyslide settings. Basically, just want to make sure you aren't glancing over a simple mistake. I've seen too many problems due to paths set to \data\meshes\meshes or similar.

Posted
11 minutes ago, zarantha said:

 

By modpack you mean you're using a wabba list? You might need to contact that list for gotchas.

 

Could you attach screenshots of the path when you generate one outfit and of your bodyslide settings. Basically, just want to make sure you aren't glancing over a simple mistake. I've seen too many problems due to paths set to \data\meshes\meshes or similar.

Yeah, here you go. It is a wabba list so I am unsure if the structure should be different.

Bodyslider.PNG

Posted
46 minutes ago, zarantha said:

 

By modpack you mean you're using a wabba list? You might need to contact that list for gotchas.

 

Could you attach screenshots of the path when you generate one outfit and of your bodyslide settings. Basically, just want to make sure you aren't glancing over a simple mistake. I've seen too many problems due to paths set to \data\meshes\meshes or similar.

I got it to work.

I found that there was an overwrite folder in the mod pack folder with a mesh subfolder. I ran body mod to that location and it worked out.

Thanks for your assistance!

Posted
12 hours ago, Elysian97m said:

Should I use FSMP?

Only if you have AE version of game.  But i recommend uninstall HDT SMP and install Fast SMP as it solves hang up and CTD problems in SE version. It's works more correct and faster.

If with old HDT SMP i have problems with Dawnstar - after some walking here i got 100% use of CPU (i have 6 cores, so ... =_=) what ends with game start works slow. I have need reset SMP in console and it helps. With FSMP i still not get this bug.

Posted
7 hours ago, Massthegreat said:

Is it possible to get devious piercings with SMP or physics?

https://www.pixiv.net/en/artworks/98398109

 

That's blocked behind a login because it's R18 and I don't want to signup for a site I'm not going to use.

 

Yes, it's possible. No it hasn't been done. So for now the physics they have just mean they move with the breast instead of being static.

 

To do this, you'd need to add at least two bones, then create the SMP xml. I haven't been able to find a mod I can copy from, so it would be from scratch and creating custom bones is not something I've done yet. This project has been discussed multiple times over the years, but no one's ever done it.

Posted

Mod-added headgear (specifically Immersive Armors) cannot be equipped with this mod active. I also tested it with only the assets.esm plugin enabled, and modded headgear was fine. But once I toggled on the integration.esm plugin, headgear broke.

Main reason I installed this was to fix the SL Fame bug in which equipping headgear causes it to consider you naked unless you manually register that headpiece as an exception, for some reason. DD does fix this bug for vanilla headgear. 

Posted
57 minutes ago, imtdb said:

Mod-added headgear (specifically Immersive Armors) cannot be equipped with this mod active. I also tested it with only the assets.esm plugin enabled, and modded headgear was fine. But once I toggled on the integration.esm plugin, headgear broke.

Main reason I installed this was to fix the SL Fame bug in which equipping headgear causes it to consider you naked unless you manually register that headpiece as an exception, for some reason. DD does fix this bug for vanilla headgear. 

 

No idea what you're trying to do or what slot those headgears are using.

But your issue with them not showing up is likely device hider. Try disabling it in DD's MCM. The MCM is part of DDi.

 

I've never heard of the SLSF bug you mentioned so I don't know what you think you might be fixing.

Posted
7 minutes ago, zarantha said:

 

No idea what you're trying to do or what slot those headgears are using.

But your issue with them not showing up is likely device hider. Try disabling it in DD's MCM. The MCM is part of DDi.

 

I've never heard of the SLSF bug you mentioned so I don't know what you think you might be fixing.

image.png.1fc9a63309863f01e50adfeb3ca4e9f7.pngimage.png.bd698d1dce3d6aca37c4e311af22fc97.png

Posted
44 minutes ago, imtdb said:

image.png.1fc9a63309863f01e50adfeb3ca4e9f7.pngimage.png.bd698d1dce3d6aca37c4e311af22fc97.png

 

Ok, fair enough. Somehow was not a problem the times i've tried it, but DD is usually in my mods so that's probably why. And I don't use SLSF that often.

 

Still, if you can't wear a helmet from a mod, the problem is usually device hider. If the helm uses slot 41, that's the slot device hider uses. This is why i suggested disabling.

If it works, you can change device hider to an alternate slot not used by DD or other common mods, like 61.

Posted (edited)
55 minutes ago, Moving said:

Here is my modlist, and if you need more information please let me know.

You have answer in your own post)

You use old version of racemenu

Latest racemenu for Skyrim SE is RaceMenu Special Edition v0-4-16-19080-0-4-16-1601805673

Also racemenu hold netimerse, so if racemenu not works, netimerse not works too.

UpD: in modlist you have racemenu version 0-4-9, what need uninstall

Also you have racemenu 0-4-14 VR - so if you have VR version left this, or install racemenu non VR version latest.

Edited by Elsidia
Posted
36 minutes ago, mikesolo1975 said:

for DD 5.2 beta 6 its needed the  SLIF patch for DD 5.1 if use SLIF ?

 

I think you still need it?

Posted (edited)
12 hours ago, mikesolo1975 said:

for DD 5.2 beta 6 its needed the  SLIF patch for DD 5.1 if use SLIF ?

 

It's still needed if you use SLIF, but I have NOT updated the patch for the latest DD beta. Please don't use it except for the versions it's made for. You will likely break DD. I will update the patch once the beta has fully released and I don't need to keep redoing the patch.

 

On the other hand, I've not used SLIF recently and just let racemenu handle things. Racemenu has settings that make SLIF obsolete.

Spoiler

 

create a skee64_custom.ini in SKSE\Plugins. This will ensure your settings aren't lost on an update.

 

skee64_custom.ini

 

[General]
; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=3

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=2

 

 

Edited by zarantha
Posted
3 hours ago, zarantha said:

 

It's still needed if you use SLIF, but I have NOT updated the patch for the latest DD beta. Please don't use it except for the versions it's made for. You will likely break DD. I will update the patch once the beta has fully released and I don't need to keep redoing the patch.

 

On the other hand, I've not used SLIF recently and just let racemenu handle things. Racemenu has settings that make SLIF obsolete.

  Reveal hidden contents

 

create a skee64_custom.ini in SKSE\Plugins. This will ensure your settings aren't lost on an update.

 

skee64_custom.ini

 

[General]
; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=3

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=2

 

 

 

@mikesolo1975and other one, if you need it, then take :)

 

@zarantha I made it?

 

SLIF Patch for DD 5.2 Beta6.7z

Posted
11 hours ago, zarantha said:

 

It's still needed if you use SLIF, but I have NOT updated the patch for the latest DD beta. Please don't use it except for the versions it's made for. You will likely break DD. I will update the patch once the beta has fully released and I don't need to keep redoing the patch.

 

On the other hand, I've not used SLIF recently and just let racemenu handle things. Racemenu has settings that make SLIF obsolete.

  Reveal hidden contents

 

create a skee64_custom.ini in SKSE\Plugins. This will ensure your settings aren't lost on an update.

 

skee64_custom.ini

 

[General]
; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=3

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=2

 

 

thanks for your help and time my friend

Posted

So I got it downloaded, booted, all dependencies installed, even tossed in the more obscure ones I saw mentioned for compatibility like HDT SMP, and I still ended up with invisible restraints that do not inhibit the visual motion of the character.

 

What am I doing wrong here? I realize this is typically something that would fall under common questions, but I have to the best of my knowledge and ability followed the directions to a T, so I am thoroughly stuck.

 

Below is all mods I am using, except for Devious Devices special edition, and Devious Cursed Loot, which wouldn't fit the same screen shot. I have to the best of my ability set the requirements and dependencies within Vortex already. Any assistance is appreciated.

image.png.84f4e1062435a48eeebe9c1d3878d947.png

Posted
32 minutes ago, daltonater said:

Characters arms still moved freely despite supposedly being in an armbinder.

If armbinder are from DDA, there no animation, can get by console

Some idle fnis animations mods replace a DD animation and need removed.

And how you installed SKSE64? It's not mod what can be installed by Vortex, it's need repack straight into Skyrim folder as it was into txt file in installation archive. Maybe SKSE64 not work.

Also somehow in AE many users can't get animations work. Don't know why.

You run FNIS after install DD mod?

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