IN CASE OF CRASH OR BAD PERFORMANCES ISSUES DO THE FOLLOWING: It seems PhysX is not correctly updated when you update NVidia drivers which makes the game to crash easily, in particular when it loads physics assets like my piercings. To fix it do:
Uninstall PhysX from Windows
Make a custom installation of your NVidia drivers and check PhysX
A new version of the mod is coming to improve the performances and avoid other crashes.
ALWAYS INSTALL THE LAST VERSIONif you face issues with the mod => it might fix bugs
- For compatibility with piercing sets mods, use the "Overrides vanilla" file.
- To add physics on Gale's vanilla earring, you should install my Gale Edits mod.
- W.I.P Patches (thank you to the mod authors for the agreement):
If anyone here is checking the comments for this mod to determine whether or not its the culprit, be warned that this mod causes a consistent hard crash early in act 3 just after the open hand temple. No idea why this is happening though. Check the bugs tab to see others noticing the same thing. Seems to be a conflict with another mod. Here's my modlist:
Are you sure it is my mod that causes the crash? Do you have any log and/or a save to share so I can test it? I made a full playtrhough with this mod installed and I had no issue, so I'd like to know if there is an incompatibility, or if it is a performance problem for example (if your config is low, maybe physics calculating, or shaders if you play with tinting piercing mods is the issue).
Hi Noira, I ran into the same issue and noticed that I had some mods loaded that overlapped with the list they gave, and seeing as nobody else seems to have talked more about this I figured i'd share some of my own discoveries. the conflict can be narrowed down to Mods\FaerunColors_a669cf0b-926c-4d50-988d-59bc089a0df2.pak Mods\NormalHalfIllithid.pak Mods\Tav's Hairpack.pak Mods\TransmogEnhanced.pak Mods\WeightlessConsumables.pak my intention was to test each of these with your mod by walking past the temple but while testing, the problem suddenly stopped happening. After looking through my list of loaded mods the only conclusion I came to was that it stopped happening because I just so happened to have dragged these mods beneath yours while testing them. While i'm not sure which of the mods is actually causing the initial crashing, simply placing your mod higher in the load order seems to do the trick, at least temporarily. I haven't played further than simply stepping past the temple onto the bridge yet, if any crashes occur again I'll reach out again. I hope this helps.
Hi, Thank you for your investigation. From what you found, I think the issue could be the physics tries to apply on piercings before my mod is loaded, causing a crash because my mod replaces the default piercing skeleton. If that is what is truly happening, I'll think about a solultion to prevent mod loading order issues.
Hey, just wanted to drop by to confirm it is indeed this mod causing the hardcrashes. Mildly lacking the willpower to try moving load orders after spending a few hours sifting through the 500 mods in there trying to find the problem one.
Got the CC mods out of the way, then the items, armours, camp clothes -- these mods are safe 99% of the time and won't be the problem Then it came down to framework and dependency mods (MCM, VC, ISF, ImpUI), all of them were not the problem Wasn't any mods altering classes or anything like that, for instance Deities on Paladin Wasn't any patches to bring back 'broken' content, for instance dialogue fixes
No more crashes after this mod was moved out of active load order. If I do get around to scrambling load orders as far as my brain has been scrambled already I'll throw another post out with the results.
On the bright side, this mod has made me do all sorts of things like defragging drives and pulling windows tools just incase the crashing was from bad memory. Unfortunately though, bad memory was not the underlying issue.
It could be because of the order the game calculates physics. By default piercings are not supposed to calculate it so maybe the issue comes from it. In case you are using my Gale edit mod that adds physics to his earring, try to load the Gale mod after the piercing mod.
I'm working on a new version anyway that uses a different file structure. With luck it will fix your crashing issue.
Keep in mind the more mods are installed, the more the risk of having unexpected bugs or crashes increases.
I'm facing a crash as well since I've updated my NVidia drivers. I'm working on a fix. A new version that uses a different method to apply physics is coming.
Hi! I just wanted to say that this mod is one of my favourite BG3 mods. Before I had it installed, I completely avoided using earrings that should move because it bugged me that much. So thanks for giving them physics :)
Great mod - wish earring physics were in the vanilla game!
I've noticed a small glitch that seems to be specific to the right earring of the Barovia Fangs set - when I add them to a character it seems to spawn into the correct position and then 'jump' so it's no longer positioned in the right spot on the lobe (video here - steam share links expire so let me know if you want me to resend it another way). The left earring of the same set and all the other right earrings seem fine.
If you use a modded head, it could the be the cause of the issue. I'm already working on fixing it so the physics can work on any head, even custom ones.
Hi, I've checked again after updating to the latest version - it happens on vanilla heads too, but it's more noticeable on certain modded ones because of how the earlobes are drawn (video on a vanilla head here). It's only the one earring that does it though, everything else works perfectly!
Not yet, I should make a patch, but I want to fix the issues first, in particular to ensure all piercings work on body types 3 and 4 and custom heads. I've updated my mod to fix some physics data, and now I'm focused on finishing to code a tool that is the key to fix all physics issue.
Edit: I just begged Myky to reach out to you. Using Custom Companions I pick a lot of ear rings! :) And, THANK YOU! and now I have horns of Fae'run downloaded.... because horn set 3 and physics :)
I also asked this moder to reach out. Maybe it's easier to incorporate tintability into the physics mod than make duplicates of the vanilla piercing tintable.... no pressure. Just daydreaming :)
I appreciate you :) I downloaded horn of faerun because of your mention. Hopefully we're both playing long after you've time to focus on the next mod you want to do. :)
That is odd. Could it be because you also use my mod from the official modding support? I've updated the mod on both Nexus and mod.io today. Please try with last version, just in case.
Can we get just basic earring versions of the ones that come with additional rings? I am specifically interested in Lapis Studmuffin. I am using a head that was apparently modified from elf to human, but they missed the earring positioning, so there is just this ring floating behind her left ear. Right now I am just ignoring it because the chain moving is so good, but it would rock to be able to remove it.
Thank you for doing this! Especially with the long dangly earrings, the lack of movement was throwing me off really badly. Kept me from doing anything other than studs.
I'm not sure to understand what you mean as the lapis studmuffin are included with that mod. Can you precise what you expect exactly? The next release will come with other mods patches and new earring models so maybe there is the one you're looking for in it.
It is my current main WIP. I'm finishing a Blender addon with tutorials to create assets with custom physics. And about hair, I will release a Physics Hair Improvement mod at the same time for more realism.
236 comments
It seems PhysX is not correctly updated when you update NVidia drivers which makes the game to crash easily, in particular when it loads physics assets like my piercings. To fix it do:
A new version of the mod is coming to improve the performances and avoid other crashes.
ALWAYS INSTALL THE LAST VERSION if you face issues with the mod => it might fix bugs
- For compatibility with piercing sets mods, use the "Overrides vanilla" file.
- To add physics on Gale's vanilla earring, you should install my Gale Edits mod.
- W.I.P Patches (thank you to the mod authors for the agreement):
- Ghouls Custom Piercings
- Horns of Farûn
- Kylin's Piercings
- Misc mods - Bell necklace plus earrings
- If the mod doesn't load properly after an update, do the following in BG3 Mod Manager:
- I cannot answer to everyone individualy, so thank you to all of you for your support and kind words.
Version: 4.1.1.6072089
Platform: steam
-------------------------
Altered/Added files 5
bin\DWrite.dll
bin\ScriptExtenderSettings.json
bin\SDL2.dll
bin\NativeMods\BG3NativeCameraTweaks.dll
bin\NativeMods\BG3NativeCameraTweaks.toml
-------------------------
Files in Mods folder 16
Mods\AnotherFaceforLaezel.pak
Mods\Aza_Shart_Halfplate_ChestOnly_edec7b9d-0063-1df6-7b30-d1d4b9a0adc3.pak
Mods\FaerunColors_a669cf0b-926c-4d50-988d-59bc089a0df2.pak
Mods\ImprovedUI.pak
Mods\New Character Creation Presets WIP.pak
Mods\Noira_Piercing_Improvement.pak
Mods\NormalHalfIllithid.pak
Mods\NormalVolosEye.pak
Mods\Patches_for_VFX_Heads.pak
Mods\Tav's Hairpack Icon Patch.pak
Mods\Tav's Hairpack.pak
Mods\TEHideAppearanceRing.pak
Mods\TransmogEnhanced.pak
Mods\Vemperen_Heads_Fixed.pak
Mods\WeightlessConsumables.pak
Mods\WrinkleMapSmooth.pak
I ran into the same issue and noticed that I had some mods loaded that overlapped with the list they gave, and seeing as nobody else seems to have talked more about this I figured i'd share some of my own discoveries.
the conflict can be narrowed down to
Mods\FaerunColors_a669cf0b-926c-4d50-988d-59bc089a0df2.pak
Mods\NormalHalfIllithid.pak
Mods\Tav's Hairpack.pak
Mods\TransmogEnhanced.pak
Mods\WeightlessConsumables.pak
my intention was to test each of these with your mod by walking past the temple but while testing, the problem suddenly stopped happening. After looking through my list of loaded mods the only conclusion I came to was that it stopped happening because I just so happened to have dragged these mods beneath yours while testing them. While i'm not sure which of the mods is actually causing the initial crashing, simply placing your mod higher in the load order seems to do the trick, at least temporarily.
I haven't played further than simply stepping past the temple onto the bridge yet, if any crashes occur again I'll reach out again. I hope this helps.
Thank you for your investigation. From what you found, I think the issue could be the physics tries to apply on piercings before my mod is loaded, causing a crash because my mod replaces the default piercing skeleton. If that is what is truly happening, I'll think about a solultion to prevent mod loading order issues.
Got the CC mods out of the way, then the items, armours, camp clothes -- these mods are safe 99% of the time and won't be the problem
Then it came down to framework and dependency mods (MCM, VC, ISF, ImpUI), all of them were not the problem
Wasn't any mods altering classes or anything like that, for instance Deities on Paladin
Wasn't any patches to bring back 'broken' content, for instance dialogue fixes
No more crashes after this mod was moved out of active load order.
If I do get around to scrambling load orders as far as my brain has been scrambled already I'll throw another post out with the results.
On the bright side, this mod has made me do all sorts of things like defragging drives and pulling windows tools just incase the crashing was from bad memory. Unfortunately though, bad memory was not the underlying issue.
In case you are using my Gale edit mod that adds physics to his earring, try to load the Gale mod after the piercing mod.
I'm working on a new version anyway that uses a different file structure. With luck it will fix your crashing issue.
Keep in mind the more mods are installed, the more the risk of having unexpected bugs or crashes increases.
I'm working on a fix. A new version that uses a different method to apply physics is coming.
I've noticed a small glitch that seems to be specific to the right earring of the Barovia Fangs set - when I add them to a character it seems to spawn into the correct position and then 'jump' so it's no longer positioned in the right spot on the lobe (video here - steam share links expire so let me know if you want me to resend it another way). The left earring of the same set and all the other right earrings seem fine.
is the physics now work on Kylin's Piercings?
Sorry I did not quite understand what you posted.
I also asked this moder to reach out. Maybe it's easier to incorporate tintability into the physics mod than make duplicates of the vanilla piercing tintable.... no pressure. Just daydreaming :)
:)
Thank you for doing this! Especially with the long dangly earrings, the lack of movement was throwing me off really badly. Kept me from doing anything other than studs.
Also, would you consider making Hairs??