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jorfl

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jorfl

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41 comments

  1. brassdoorhandle
    brassdoorhandle
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    The main plugin here fixes the problem for me, but I couldn't use it with Skyrim Souls so looked for another solution.
    For me at least, setting "bBodyMorphGPUCopy" and "bBodyMorphRebind" to 0 in the RaceMenu mod's skee64.ini solved the problem without having to disable the EngineFixes MemoryManager and ScaleformAllocator. Hopefully this helps somebody else.

    The two options I disabled are those added here: https://www.patreon.com/posts/racemenu-0-4-19-72519198
    1. GigaMira
      GigaMira
      • member
      • 4 kudos
      Nope. Still nothing. I've built bodymorphs over and over again, set weight to 1, done multiple other fixes. RaceMenu sliders still refuse to budge.
  2. argoz501
    argoz501
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    i fixed this issue on my end by just turning off build morphs in bodyslide, turning them back on, and then running a batch build. try doing that instead of downloading this.
  3. Cleofielder
    Cleofielder
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    I realized I simply didn't click the "build morphs" option in bodyslide when building outfits, lmao.  
  4. Helmrock01
    Helmrock01
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    Finger weg! Zerschießt das ganze Spiel! :(
  5. MaskPlague
    MaskPlague
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    I'd advise against this. MemoryManager and ScaleformAllocator are necessary for preventing infinite loading screens and auto save crashes for decent sized mod lists. Changing bBodyMorphGPUCopy from the default 1 to 0 in Racemenu's skee64.ini completely fixed this issue for me without removing the major functions of SSE Engine fixes.
    1. jorfl
      jorfl
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      I'll give that a try locally and if it works for me too I'll update the mod to override that setting instead. Thanks for the tip!
    2. Angolias
      Angolias
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      • 16 kudos
      As mentioned, it would make engine fixes a little more useless, maybe another way to fix it?
    3. JSheridan
      JSheridan
      • supporter
      • 12 kudos
      FWIW, I manually disabled the same two Engine Fixes months ago to fix this problem.  It worked, and has caused me no apparent problems.  Have played hundreds of hours since then, have never seen an infinite load screen, and have about 200 mods installed.  But will note the alternate fix in case I need it.
    4. xLenax
      xLenax
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      • 22 kudos
      @Ravenor7 200 mods is nothing. Your LO is a baby you can get away with a bunch of things. It starts to get hard to get away with things like that when your 800+ mods, plus if a fix for something is to disable two essential fixes, then it's not a fix, it's last ditch effort temporary workaround. I'm around 2.5k mods, I cannot afford this so-called fix. There are better alternatives to circumvent this issue. 
    5. jorfl
      jorfl
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      Tested this fix locally and it worked for me. I've updated the mod to override the RaceMenu config to modify this value instead. Thanks!
    6. Ayhuasca
      Ayhuasca
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      Thanks for the data about those sse engine toggles, i've been having this problem for about a month now and couldn't figure it out. tried turning off memorymanager and scaleformallocator and now i have full functionality again. I only have 578 mods so i should be good.
    7. JSheridan
      JSheridan
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      I also tested the alternate solution of disabling bBodyMorphGPUCopy in skee64.  It didn't fully solve the problem for me.  I found that an initial morph would display correctly, but morph reset would not display until I loaded racemenu twice.  Testing also caused the whole morph menu to disappear at one point.

      This reinforces my view that I don't want a memory manager conflict, which could be causing other unseen problems too.  I'm happy with the Engine Fixes memory manager disabled and went back to that.  Thanks for the suggestion though.
    8. jorfl
      jorfl
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      RE: 
      "I also tested the alternate solution of disabling bBodyMorphGPUCopy in skee64.  It didn't fully solve the problem for me.  I found that an initial morph would display correctly, but morph reset would not display until I loaded racemenu twice.  Testing also caused the whole morph menu to disappear at one point.
      This reinforces my view that I don't want a memory manager conflict, which could be causing other unseen problems too.  I'm happy with the Engine Fixes memory manager disabled and went back to that.  Thanks for the suggestion though."

      Agreed. After further usage of the updated fix I found the bBodyMorphGPUCopy only initially solves the issue if you launched the game recently. Later race menus still have the issue. I am going to revert the primary version of this mod back to the Memory Manager and Scaleform Allocator in EngineFixes.toml solution which 100% fixes the issue. I'm not convinced that these two features really matter that it's disabling, but I will add the note to the download link that some people claim really large mod lists may rely on that feature and offer the bBodyMorphGPUCopy fix as well for those who are ok with the 50% fix solution instead.
    9. Ayhuasca
      Ayhuasca
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      So now that I have almost 800 mods & a grass cache my vram is pretty much capped. I was getting infinite loading screens when loading out into skyrim from cities, to fix this i had to re-enable Memory Manager. It seems to keep my vram from going over 10gb on my 10gb 3080. otherwise i'm using about 28 gb of ddr4 when running around incase that helps anyone. So anyone that used this fix, if you're getting infinite loading screens try turning back on Memory Manager in EngineFixes. As a side note i was playing on 1.6.1130 but then downgraded to 1.5.97 just for more compatability. With Memory Allocator and Scaleform Allocator set to true again my Racemenu sliders are working fine whereas on 1.6.1130 i had to turn them off to get it working properly.
    10. lapsio2
      lapsio2
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      I tested both variants of this mod and only "recommended" one that if I understand correctly disables MemoryManager worked for me. And I only have like 40 mods installed lol. That said Racemenu wasn't even my problem to begin with. I came here because most of my mods that modify morphs dynamically during gameplay like SLIF, FHU, pregnancy mods etc didn't work for me and didn't update body morphs real-time until I opened up `showracemenu` (then all morphs were getting jumbo-updated at once but after closing racemenu mods again didn't work real-time).
    11. Skylaa
      Skylaa
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      • 3 kudos
      -delete
    12. Japa191
      Japa191
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      • 2 kudos
      Yeah Your fix works like trash. Welcome to Skyrim post AE garbage bethesda spam.
    13. adelinadragonborn
      adelinadragonborn
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      It's worth to mention that RaceMenu v0.4.16 for SE 1.5.97 does NOT have these settings in skee.ini as it was only added in RM v0.4.19.13
    14. NoNickNeeded
      NoNickNeeded
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      First of all, I would like to clarify, that the problem was not that the sliders did nothing, but that they didn't take effect, until the main body mesh was reloaded (like reloading the game or just taking off main torso armour or clothing piece), so you were flying more or less blind when changing the morph sliders, but they did stick.

      If you are worried about the two changed lines impacting stability, you can always disable the mod again, after you made the changes in racemenu. And if you want to be extra careful, you can use race menu's preset feature, so you don't even have to make a game safe with the mod active.
  6. JwayneAdams
    JwayneAdams
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    doesnt work with racemenu for 1.597
  7. Gumami
    Gumami
    • supporter
    • 0 kudos
    DO NOT DOWNLOAD THIS
    YOU WILL REGRET IT
    1. nerewarine1
      nerewarine1
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      • 6 kudos
      This says as much as "Do not watch the fury porn!"
  8. Nikusys
    Nikusys
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    • 3 kudos
    So, after a lot of time, has anyone found a solution to this problem without disabling the most necessary functions in Engine Fixes? Why is this problem not discussed by anyone at all? The author of the RaceMenu himself does not use Engine Fixes?
    1. Nikusys
      Nikusys
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      If this is useful to someone. My observations: the problem occurs 100% if you move any morphs when starting a new game and creating a character for the first time, then save, exit the game and enter again, after that the morphs stop working. This is always the case, even if you do not have any other mods except for the race menu and engine fix in the load order.

      In other words, the problem occurs after the first save, namely the appearance of the .skse save file. If you delete this file and load into the game, the morphs will work again and stop again after the next save and restart of the game. This tells us that functions in the engine fix such as the memory manager do not directly cause this problem, they cause the problem in the .skse save file and it is reproduced upon subsequent loading, and not immediately.

      However, I see that most people do not have this problem at all, that is, their morphs always work and this is madness. I accidentally noticed one peculiarity, that if I don't touch morphs when creating a character during a new game, but continue playing for 5-10 minutes, get to Whiterun and then save. Then when I load the game again, the morphs don't break and after that I can edit them normally, subsequent saves and restarting the game also don't break morphs.

      From this I concluded that the problem only occurs when starting a new game, probably some scenarios are initialized that we don't know about and this has memory failures or something like that, so just don't touch morphs at the beginning and everything should be fine. In this case, you don't need to disable any important functions in the engine fixes.

      This may not be the final conclusion, I'll continue to watch this s#*! further, but for now everything is fine.
  9. shane400m
    shane400m
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    ill add my hat to the "do not use this mod" pile. This causes countless crashes all stemming from  "EXCEPTION_ACCESS_VIOLATION" with no pin pointable culprit in the crash logs other than these "fixes" this mod tries to change.
    1. kanapuro
      kanapuro
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      btw i get millions of EXCEPTION_ACCESS_VIOLATION crashes without ever using this mod. its gotta be something else
  10. chypres89
    chypres89
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    Found on reddit ''SSE Engine Fixes causes Cbbe morphs to stop working. FaceGenMorphDataHeadNullptrCrash = false # Fix crash in Face morphing, possibly related to decapacitations. Now Morphs, and OBody NG will work as they should.'' If you have problems with body's not Morphing. Worked for me.
    1. jasspnolloo
      jasspnolloo
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      • 6 kudos
      Where is that setting located?
    2. tonitruslupus
      tonitruslupus
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      that is located in your sse engine fixes toml file in the skse folder