CursingNash19 Posted December 23, 2022 Share Posted December 23, 2022 Its been a hot minute since I've modded and I've slowly grown some appreciation for vortex.. but I still miss the old MM. Well I did something wrong and I'm not sure what after two days of f*#@ing about.Vortex says there is no conflicts. But I went from having a nude body and body slide armor. Suddenly now textures are missing on outfits and CBBE doesn't seem to even be active in game despite having it enabled. All that is showing is the default underwear mesh. Even my schlongs of skyrim is no longer active. Something is overwriting CBBE and I don't know what it is. I've rebuilt the meshes in the outfit studio but nothing seems to change in game. I even reinstalled CBBE multiple times. Attached below is the mess of mods relating to the body. Let me know if you see an issue. Link to comment Share on other sites More sharing options...
scorrp10 Posted December 23, 2022 Share Posted December 23, 2022 Mod management is a complex affair, but things can be tracked down. Let's go over the process. When you DL a mod off Nexus or drop a mod zip file into Vortex, that zip (.7z, .rar etc) file gets stored in Vortex's download folder - which you can configure from Settings 'Download' tab.Installing: When you install a mod, it unpacks the zip file into that mod's staging directory. Location of staging directories can be set from 'Mods' tab in the settings. A fairly important item is that staging folder and game's Data folder must be on same hard drive, in order for Vortex to properly use its 'hardlink deployment' method. If a mod has a fomod installer that lets you pick various options, that is where it gets used. In the staging folder, installed mod file structure is exactly as it would be under Skyrim's 'Data' folder. You can access a mod's staging folder by right-clicking it in mod list and choosing 'Open in File Manager'.Enabling: When you enable a mod, it determines it load order if mod has a .esp, checks for missing masters, and also looks for file conflicts. If other enabled mods include same file in the game structure, you are asked to set a priority rule. The mod that is 'after' all others is the 'winner'. Deploying: For each file in each mod staging directory, a hardlink is created under game directory. If there is a conflict between mods, hardlink is created for the 'winner'. During deployment, following issues may arise:> File belonging to a mod was changed in game directory - Vortex will ask if you want to confirm or revert the change. Revert means changed file is removed and replaced by hardlink to staging file. Confirm means changed file is copied to source mod's staging directory before being replaced by hardlink. Note that in some cases, there is no confirm. I.e. if you build something in BodySlide and it overwrites files under meshes, Vortex will update those in staging at next deployment without asking.> File belonging to a mod was deleted in game directory - Vortex again asks to confirm. If you do confirm, this file will be deleted from staging for ALL competing source mods. To make matters murkier, most of Skyrim's own native files are not in form of loose files, but are packed into .bsa archives. Many large mods also pack their files into .bsa's. The rule is if a file actually exists, it takes priority over any .bsa. If same file exists in several .bsa's, priority is decided by mod .esp load order. This can get rather interesting. If mod A has loose files, and mod B has a .bsa, and they overlap, and you want mod B to take priority... well lets just say it is a royal pain. MO2 goes a bit smarter about this as it essentially keeps mod .bsa's in staging and presents them to the game as a bunch of loose files - meaning you can set the priorities. But at this point, something has apparently happened to your Data/meshes/actors/character/character assets/femalebody_0/1.nif (and similar files for other body parts) OR, something happened to your form structure. How do you check? Lets say that Sigrid from Riverwood (for whom you have no special mods), when undressed via 'removeallitems', no longer appears to sport a nude CBBE body.Launch SSEEdit, expand Skyrim.esm - Non-Player Character, and look for Sigrid (00013476). I can see that the only file overloading her is USSEP. As I scroll down the properties, you see: RNAM - Race - NordRace (00013476), and you also see, a couple lines further down: WNAM - Worn Armor - is unset.What this means is this NPC does not have a custom body assigned, but rather uses default body for their race.So you expand 'Race' section, find 'NordRace' (00013476) Chances are you will have some overloads on it. Look for: WNAM - Skin. It should be 'SkinNaked' - 00000D64 across the board. Or at least, in the right-most column. Go to 'Armor' section, SkinNaked (0000D64) is pretty much the first entry there. It got a whole bunch of armatures there for all the races it supports, but your main interest is 'NakedTorso' (00000D67) --- this bit can be a we bit confusing, cause that armature list is across all supported races, and you need to fins the one for race you want. I.e. NakedTorsoArgonian (0004e76e) is only valid for Races Argonian and ArgonianVampire. NakedTorso is the one valid for Nords. Further down the rabbit hole, in Armor-Addon section: NakedTorso (00000D67) says that it uses:Female world model - actors\character\character assets\femalebody_1.nif So we finally arrive at it - the actual mesh file being used for Sigrid's body when naked. If nothing overloaded/hijacked it along the way. If something does oveload, you likely would need to ditch the oiffending mod. But assuming that part is fine:Now, we need to look at the files. If you find the CBBE mod, and right-click it, and choose 'manage file conflicts', you should see if any mods compete for that particular file. I.e. in my case, I can see that this particular file is instead supplied by 'CBBE 3BA (3BBB)' - which is correct for me. See if maybe your CBBE files are being superceded by some other undesirable mod. Hopefullt by this step, you will find the problem. If not, we can try digging deeper..... Link to comment Share on other sites More sharing options...
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