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New Race Mod Body Swapping Neck Gap Woes


DjaySaint

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I'm posting this hoping maybe someone wouldn't mind helping me find a solution to a minor (but pretty annoying) issue I'm having. So I'm making a new race mod Kitsune. Well the race mod is done and I've been playing with it for a while for personal use, but I decided I'll go ahead and release it as a package mod for others so I'm now adding options, config menu, the whole nine yards. Basically a bunch of stuff I don't need or use but I thought would be awesome for others. One of those "features" of the mod is an in game body swap via MCM menu. Reason I'm doing in game is because different people use different body styles, but an in game body swap impacts armor usage since some armors may work with one body but not another. Using a body change in game now allows you to use an armor for another body with no texture issues.

 

Anyway, issue: I'm using 3 body types (CBBE, SeveNBase, UNP), and put in a 4th option to restore the original body. The CBBE and original body options work absolutely perfectly. After the body swap in MCM they are fully functional, use the proper textures, weight slider compatible, etc. However while the SeveNBase and UNP swap fine and use the right textures, etc., they only use the 100 weight slider model no matter what weight I set my character to which causes a neck gap at anything lower than 100 weight. They are defined in exactly the same way as the CBBE and original body (I literally just copied the records and changed the data anyway), and even more so the original body is the SAME model as the SeveNBase lol. I put each body in their own folders to avoid any potential conflicts (I was originally pointing the "original" and "SeveNBase" paths to the same body but I split them up and gave each their own). I double checked and even triple checked to make sure each property is pointing to the right mesh, using the right textures (no texture "seams", just neck gap from the body not using the 0 weight slider), etc.

 

Calling RaceMenu and messing with weight sliders does not make a difference. Swapping back and forth bodies does not do anything (the same 2 bodies that were working perfectly still work, and the 2 offenders still have the gap).

 

At this point I'm just at a total loss as to why these two bodies are ONLY using the 100 weight and was hoping a pair of fresh eyes could maybe find something I've missed.

 

Screen shots of annoying problem:

Original Body - 0 weight no issues

Original Body - 100 weight no issues

CBBE Body - 0 weight no issues

CBBE Body - 100 weight no issues

SeveNBase Body - 0 weight neck gap because 0 weight mesh is not being used... also notice this is the exact SAME mesh as the original body

SeveNBase Body - 100 weight no neck gaps at 100 weight because that is what game is using

UNP Body - 0 weight again same issue as SeveNBase... 0 weight mesh not being used

UNP Body - 100 weight 100 weight so... neck is fine

 

Anyway, if anyone has some words of advice, a solution, or maybe can at least point me in the right direction I would appreciate it. Honestly without the options the mod is working perfectly fine and doing everything I want it to. I'm just trying to add extra sweeteners in for others and release the mod for others to enjoy :smile:

 

Thanks.

Edited by DjaySaint
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Disregard this please, the problem has been resolved. It appears it was a bug with Creation Kit just not being able to find the 0 weight meshes. I was able to resolve this issue by removing the mesh paths, saving, closing Creation Kit and then resetting the mesh paths and viola, 100% working in game. Simple enough solution, but I didn't realize Creation Kit had this type of bug. I figured I would at least post it in case anyone else runs in to this issue so it would help them if they search since I wasn't able to find anything myself.

 

Thanks a lot to Kalambre who has helped me a tremendous amount with my body change script and pointing out this bug and solution to me. Couldn't have done it without you mate.

 

Anyway new Kitsune race coming soon. Fully HDT functional tails, ears, body, etc. Male/female support complete with MCM menu options for body changes, tail changes (supports 1-9 tails), etc. as well as RGB slider to recolor ears, whiskers, and tails. 100% compatibility with other races, eyes, hairs, etc via RaceCompatibility script.

 

Also after Kitsune release will be my Angel and Fallen Angel races that come with 100% HDT functional wings, body, etc. and the same features as Kitsune (i.e. MCM body options, etc). Also 100% compatibility with other races, eyes, hairs, etc via RaceCompatibility script.

Edited by DjaySaint
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