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XP32 Maximum Skeleton (Special) Extended - XPMS(S)E


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XP32 Maximum Skeleton (Special) Extended - XPMS(S)E

View File

XPMSE\XPMSSE

 

(also on Nexus(SK)\Nexus(SSE))

 

 


Warning:
Do not delete the skeleton_female.hkx

 

Description


"XP32 Maximum Skeleton Extended" is a completely redone version of "XP32 Maximum Skeleton - XPMS" by xp32, for the "HDT Physics Extension" and "HDT Skinned Mesh Physics" and provides ingame customization features.

 

Requirement

 

(are installed BEFORE and nothing overwrites XPMSE)

 


Two list of requirements for XPMSE one for people using Racemenu and one for people using Enchance Character Edit\Vanilla

 

General:
SKSE 1.7.3 or newer
Fores New Idles in Skyrim 7.2 or newer

 

RaceMenu users:
RaceMenu 3.4.5 or newer

 

Enchance Character Edit\Vanilla users:
NetImmerse Override Standalone 3.4.4 or newer

Installation


Use a Mod Manager:
Either Moder Organizer or NMM\Vortex work.

 

Uninstallation (completely):
- (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default 
- Press uninstall in your mod manager for XPMSE.


Skeleton


Body and Physics Support:
- Breast and Butt Physics [bBP]
- Tender Breast and Butt Physics [TBBP]
- HDT Physics Extension [HDT-PE]
- HDT Skinned Mesh Physics [HDT-SMP]

 


Mods compatible:

Aesthetic Bolt Quiver

- CITRUS
- Deadly Mutilation
- Dual Sheath Redux
- Enderal

- Flimsy Ragdolls (included in XPMSE)

- HDT Dragon Tails
- HDT Equipment (Well Fitted option only)
- Nipple Magic (included style option and animations recommended)
- Realistic Ragdolls & Force (included in XPMSE)

- SAM - Shape Atlas for Men
- SOS - Schlongs of Skyrim
- The Joy of Perspective
- UN7B

 

Mods compatible without support:
- Enchance Character Edit (Comes with it's own XPMSE skeleton)

 

Mods completely unsupported:
- HDT Equipment (everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:

 

XPMSE Plugin


XPMSE RaceMenu:
- Weapon styles, moving weapons ingame
- Scale\Position\Rotation sliders
- Body related sliders
- SOS\SAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Third and first Person scaling
- Extensible Follower Framework 4 compatible

 


XPMSE MCM:
- Weapon styles, moving weapons ingame  
- Iinformation tab with debug information
 

XPMSE Weapons:
Scale Module:
- Fixes weapon scale problems with the game for females, thanks Bethesda, good job!
- Compatible with weapon scale edits in Racemenu
- Disabled withEnchance Character Edit for compatitibility reasons
Style Module:
- Manages styles for player and non-Player characters
- Manages Arrows\Bolts, Bows\Crossbow, Greatswords\Battleaxe\Warhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes
- Manages animation switching for styles, such animations are  Arrows Draw, Bow Equip, Idle and Attack, Greatswords\Battleaxe\Warhammer Equip and Magic Attack, Cast, Concentration, Cast, Idle, Movement and Sprint
Enchance Character Edit supported

 

XPMSE Lib:
- Adds common functions for modders to use/copy from, like skeleton checks or manipuilation


Styles (Weapon Positions) List

 


Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama

 

Sword:
0: Default
1: 1-Handed Swords on Back by xp32
2: SWP 1-Handed Swords on Back by Metal-Gear-Rex
3: FSM Swords turned edge up by fushimi
4: Dual Swords on left waist by Ayame
5: No More Dangling Swords by Akakus

 

Dagger:
0: Default
1: Daggers on Back Hip by xp32
2: Daggers on the Ankles by Metal-Gear-Rex

 

Two-Handed (Greatsword and Battleaxe\Warhammer):
0: Default
1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex
2: FSM Two-Handed turned and on waist by fushimi

 

Bow:
0: Default
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves
3: FSM Turn Bow by fushimi

 

Arrow Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Frostfall Quiver by xp32

 

Crossbow:
0: Default
1: Frostfall Bow by Chesko

 

Bolt Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Left Hip Bolt by xp32
3: Experimental Hip Bolt by xp32
4: Aesthetic Bolt Quiver by IsharaMeradin

 

Magic:
0: Default
1: Nipple Magic by ElPsyCongroo

 

Shout:
0: Default
1: Schlong Shout by ElPsyCongroo

 

Endorse those mod authors, show your support!


Modders\Animators Section

 


New XPMSE 2.1 Rig txt and behaviour files: Resource
These are compatible with the Modders Resource at XP32 Maximum Skeleton - XPMS and with Skeleton Controller Rig. Fully Backwards compatible.
Do not use the Modders Resource at XP32 Maximum Skeleton - XPMS and with Skeleton Controller Rig for skinning.

 

How 2 make tails compatible with the XPMSE tail position sliders:
1. Open the tail mesh into nifskope
2. Replace the following node names with the new ones
- "NPC Pelvis [Pelv]" => "Tail"
- "NPC Spine [spn0]" => "NPC Tail Spine [spn0]"
- "NPC L Thigh [LThg]" => "NPC Tail L Thigh [LThg]"
- "NPC R Thigh [RThg]" => "NPC Tail R Thigh [RThg]"
3. Save the tail mesh

 

FNIS Bone numbers (this has nothing to do with the skeleton):
- XPMSE HDT rig: 115 (4.51) or 126 (4.6+) Bones
- XPMSE BBP rig: 129 (4.51) or 156 (4.6+) Bones
- XPMS Fallback rig: 242 Bones
Bone naming and prefix schema:
Nodes for meshes and havok animations
NPC => Mesh bones
HDT Physic exclusive
HDT => exclusive HDT Motion bones
XPMSE feature exclusive nodes

 

CME => Extra CME\RM bones, can be set with custom data when racemenu\vanilla is used ingame, when ECE is used they are off limits
MOV => Weapon Socket nodes, do not rename them, can be set with custom data


Credits


XPMSE Authors:
- Groovtma: "XP32 Maximum Skeleton Extended" author, "XP32 Maximum Skeleton - XPMS" maintainer
- Skulltyrant: "XP32 Maximum Skeleton - XPMS" maintainer and "Custom Skeleton Replacers" author
- XP32: "XP32 Maximum Skeleton - XPMS" author

 


Contributing authors:
- belisario: "SAM - Shape Atlas for Men" and "SOS - Schlongs of Skyrim" maintainer
- Blabba: CITRUS author
- Expired: RaceMenu and "Extensible Follower Framework 4" author
- Fore: "Fores New Idles in Skyrim" author
- HydrogensaysHDT: "HDT Physics Extension" and "HDT Skinned Mesh Physics" author
- jacques00: "HDT Equipment" maintainer
- Neovalen: "Dual Sheath Redux" author
- ousnius: BodySlide maintainer
- Septfox: Enhanced Character Edit - More Body Sliders author

 

Animators:
- Bergzore: "Immersive Animations" author
- Chesko and Ninivekha: "Belt-Fastend Quivers" authors
- DServant: "Archery Gameplay Overhaul" author
- dualsun: "Pretty Combat Animations" author
- ElPsyCongroo: "Nipple Magic" author
- yukl: "YY Anim Replacer - Mystic Knight" author

 

Includes work of authors:
- Alan: UN7B author
- Ayame: "Female Skeleton Replacer" author
- Dbfinder: "Realistic Ragdoll and Force" author
- CherryHotaling: "Breast and Butt Physics" creator
- DarkPhoenix: DSPSOB author
- Dragonfly0124mark19850124哈哈笑笑: "Tender Breast and Butt Physics" creator
- fushimi: "FSM de Gozaru" author
- IsharaMeradin: "Aesthetic Bolt Quiver" author
- Metal-Gear-REX: "Skyrim Weapon Positioning" author
- TheFigment: hkxmcd author

 

Betatesters:
Liuli; LordNecris; Kaputzki; PsychoMachina; mm777

 

Translations:

- xuniana: Chinese

- Narsilien80/Aravis7: French

- t3h0th3r: French

- unknown: Japanese

- k©קaso√®: Russian

- joe1984ace: Spanish


PLEASE READ THIS BEFORE POSTING BUGS


Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.
A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 


Q: MCM show the skeleton is of the correct version, but the sliders in RaceMenu are still missing
A: Your RaceMenu might be of incorrect version please update to the version given in the description

 

Q: I have no Weapon Style sliders in Enchance Character Edit
A: Take a guess why...

 

Q: MCM shows problems with <insert any requirement here>
A: Fix it

 

Q: I have animation problems
A: Minimum required FNIS patches and read the information the installer is giving you about FNIS patches

 

Q: I don't see the left handed weapon on my character.
A: You need to use a mod that shows them, XPMSE does not do it for you, mods that do this are Dual Sheath Redux and Equipping Overhaul.

 

Q: Nothing works with my custom race (Ningheim. Eiries Ohmes Raht, ...)
A: You need to replace those skeletons manually.

 

Q: I have problems with dragging bodies.
A: Since XPMSE3, "Realistic Ragdolls & Force"'s GameSetting are duplicated into the XPMSE plugin. If you have problem the Game Setting are getting overwritten place XPMSE lower in your load order. You can hide the "Realistic Ragdolls & Force" esp when you are confident with your load order.

 

Q: Character is not able to block while running, or not holding a torch correctly.
A: Minimum required FNIS patches

 

Q: How can I change individual NPCs weapon styles
A: Install Extensible Follower Framework 4 and choose in the "Wheel Menu" the option Tattoos, there you will have the RaceMenu interface with all the needed sliders.

 

Q: I am using Mod Organizer, your mod is not working, I am using Mod Organizer it is not my fault.
A: XPMSE needs to be at the bottom of the install order, that is when you order you mods by "Priority" at the left side, and the mod at the bottom is the one with the highest priority, XPMSE should be directly before the Overwrite folder.

 

Q: What does the thunder mean in Mod Organizer
A: If it has a red minus it means "files of this mod getting overwritten" in XPMSE case this is bad, with a green plus it means "this mod overwrites files of others" in XPMSE case this is good, red minus and green plus is both cases, in general a green plus should be the case.

 

Q: Nexus Mod Manager asks about overwritting files while installing XPMSE
A: Press "Yes"

 

Q: Nexus Mod Manager asks about overwritting files from XPMSE by another mod
A: Press "No"

 

Q: Nexus Mod Manager tells me stuff about problems in the installer
A: Nexus Mod Manager tells alot when the day is long.


  • Submitter
  • Submitted
    01/22/2014
  • Category
  • Requires
    SKSE 1.7.3 or newer, Fores New Idles in Skyrim 7.2 or newer, RaceMenu 3.4.5 or newer\NetImmerse Override Standalone 3.4.4 or newer
  • Special Edition Compatible
    Yes

 

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Holy crap, tested this and Mind = Blown

 

HDT is so much smoother...

 

Works perfect on males and females...

 

I have a question, any chance of adding a pre-belly node?

If you give me a good reason to put it in it will go in the next version^^ (will be added regardless if the reason is good or bad just want to know if you want to do something that doesn't work from the start, not that it will disappoint you^^)

 

I thought the XP32 already had the belly node?

Yep has the Belly node, but he wants one before that belly node, same position as Spine1 node I guess.

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I thought the XP32 already had the belly node?

 

Yea, it has a belly node which (I think, i'm kinda new so please correct me if i'm wrong) is used for T/ PSB Body paint to simulate pregnancy.

 

What I am asking for is something akin to the preBreast and preButt nodes except for the Belly.

 

Reason why is I'm trying to add HDT jiggle to Belly but I need a constraint so the belly "snaps" back to it's normal position in HDT....

see: Preg Belly HDT Jiggle Test

 

Using a chain link to the pre-butt nodes isn't working too well for me...

And I don't think adding a pre-bone can possibly be a harm as it's not used for animating (I think, once again I'm a total newb at this stuff so again correct me if I am wrong, O Wise Ones!)

 

Edit: just saw groovtama's post, he answered clearly better than me xD

 

@groovtama, my reason is that if in the future modders add some belly swaying animations or something to the belly bone, then us HDT users will most likely need an extra bone for us to tie a constraint to so that the animation can create a "jiggle" like effect for HDT. Of course I am merely a script kiddie who knows like 1% about mesh editing and 0% about animating in skyrim so I may also be completely wrong. But I'd just personally like the node so I can test HDt effects with it xD

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@Archangel, nope

 

AFAIK the pre-bones are no longer actively animated and are there as 'anchors' for the actual HDT inertia objects.

The jiggle will only come from animating them/ 'physicifying them' in HDT.

And if you do 'physicifying' them then you need an 'anchor' for the physics (aka HDT constraints) so that your object doesn't stretch too far and such.

Also I think the Pre bones assist in collision detection. <--- untested statement with no facts to back it up. (for now anyway)

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Actual Belly setup is

NPC Belly (with a Translation) attached to Spine1

 

New setup like the Breast would be

NPC Belly (no Translation) attached to PreBelly (contains translation from NPC Belly) attached to Belly (Node I use for ordering, no translation) attached to Spine1

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Actual Belly setup is

NPC Belly (with a Translation) attached to Spine1

 

New setup like the Breast would be

NPC Belly (no Translation) attached to PreBelly (contains translation from NPC Belly) attached to Belly (Node I use for ordering, no translation) attached to Spine1

 

O.o I see I have much to learn :huh:

 

That makes more sense though now that I think about it. HDT physics from my understanding 'seeds' the physics values from animations of TBBP...

 

So then I guess HDT overrides the actual Breast jiggle animations and replaces it as a inertia object...

Then that would mean that it acutally 'seeds' the values from the pre-bones as a KeyFrame (animated) object...

 

So now in my head I am thinking that if you implemented something like this... I could possibly achieve a jiggle belly without direct need of an animation moving the BELLY node, but instead seed the animations from the Pre-Belly node which has a 'translation' from the spine, in effect making it compatible with all animations out there...

 

If the above works, I'll feel like einstein B)

 

Edit: so many typos....

 

Also please correct me if I am wrong, I'm simply grasping at straws here, (also let me know if you know for a reason that this is impossible or not worth your time lol)

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Actual Belly setup is

NPC Belly (with a Translation) attached to Spine1

 

New setup like the Breast would be

NPC Belly (no Translation) attached to PreBelly (contains translation from NPC Belly) attached to Belly (Node I use for ordering, no translation) attached to Spine1

 

Wouldn't that break the current belly node supported pregnancy bodies if the bones are altered?

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O.o I see I have much to learn :huh:

 

That makes more sense though now that I think about it. HDT physics from my understanding 'seeds' the physics values from animations of TBBP...

 

So then I guess HDT overrides the actual Breast jiggle animations and replaces it as a inertia object...

Then that would mean that it acutally 'seeds' the values from the pre-bones as a KeyFrame (animated) object...

 

So now in my head I am thinking that if you implemented something like this... I could possibly achieve a jiggle belly without direct need of an animation moving the BELLY node, but instead seed the animations from the Pre-Belly node which has a 'translation' from the spine, in effect making it compatible with all animations out there...

 

If the above works, I'll feel like einstein B)

 

Edit: so many typos....

 

Also please correct me if I am wrong, I'm simply grasping at straws here, (also let me know if you know for a reason that this is impossible or not worth your time lol)

 

 

T\BBP and HDT fight over the breast and butt nodes that is the horrible problem^^. That's why HDT and TBBP together look horrible.^^ That's why a made a new rig map which disables the T\BBP when using HDT but still enableing support for wings and cloaks and hair and pussy.

Belly node changes are not a problem. Keyed animation for Belly node is a badder idea because belly node was never in a rig map.^^

 

Awesome! me gusta!

 

btw why i never get buttscale effect on my 7b bombshell ?:<

 

Because Bombshell 3.2/3.3 has no real BBP, only BBP without Butt bones (Extra jiggle one has TBBP without Butt bones). Such a setup was called BP (Breast Physic) in old UNPB releases but at some point people started using BBP for BP (don't ask me why). Only Sevenbase body with Buttbones is the TBBP one.

 

Wouldn't that break the current belly node supported pregnancy bodies if the bones are altered?

Pregnacy bodies just need the node and at the same position to look the same, what way I take to get there, doesn't interest the body^^

 

 

Thanks for this. Wonder if you could look at this fix - http://www.loverslab.com/topic/17328-xp32-issue/?p=396586 and maybe including it here? At least for bodyslide users it is necessary, because the default xpms ignores 'gravity' and other 'realistic' tweaks you make in bodyslide

Was a bug in 1.8 got already fixed in 1.9 (changes in breast translation and in the rig map by xp32), if you still have such high breast as in 1.8, it's probably the mesh, the animation or the hdt xml that is at fault.

 

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Looking good ! I haven't seen any differences yet but I'm sure it's better now with the hkx where it should be and FNIS finally giving me the full bones report ! Thank you :D

 

EDIT : Ah, is there any way you could include the chargen sliders ? Or the racemenu ones, I can't remember which one of these two gives breast scaling sliders aha

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BTW, when you say you'll have problems dragging bodies without realistic ragdolls, just what exactly are we talking about?  My load order is close to the limit and I'd rather not have to make room for another mod unless it's absolutely necessary.

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T\BBP and HDT fight over the breast and butt nodes that is the horrible problem^^. That's why HDT and TBBP together look horrible.^^ That's why a made a new rig map which disables the T\BBP when using HDT but still enableing support for wings and cloaks and hair and pussy.

Belly node changes are not a problem. Keyed animation for Belly node is a badder idea because belly node was never in a rig map.^^

 

 

O.o so since it was never in the rig map you won't have to change it if you added the pre-belly node?

 

And so if your proposed belly node changes did occur, would there be slight movement from when the spine moves to affect the belly?

 

I think I'm getting a clearer picture now thanks to your explanations :)

 

Just 1 last question, what exactly is a rig map? Is it the femalebody.hkx files?

 

Thanks for taking a look into all of this as well :)

 

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Looking good ! I haven't seen any differences yet but I'm sure it's better now with the hkx where it should be and FNIS finally giving me the full bones report ! Thank you :D

 

EDIT : Ah, is there any way you could include the chargen sliders ? Or the racemenu ones, I can't remember which one of these two gives breast scaling sliders aha

You can use ECE/CME with RaceMenu and Chargen Core, just don't use the Chargen Morphs, all old adjusted and new ECE/CME Slider included from the skeleton pack will be in the last category.

 

 

BTW, when you say you'll have problems dragging bodies without realistic ragdolls, just what exactly are we talking about?  My load order is close to the limit and I'd rather not have to make room for another mod unless it's absolutely necessary.

FAQ from XPMS on Nexus

 

I've noticed it's really difficult to drag corpses with this skeleton (or impossible), any reason you can think of? 

Did you read the feature ? know Realistic Ragdolls and Force Mod ? Do you know about it?

 

I couldn't drag a body with this skeleton, why?

This skeleton are made for Realistic Ragdoll n Force. You need plugin (esp from RR&F mod. The realistic variant.

 

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You can use ECE/CME with RaceMenu and Chargen Core, just don't use the Chargen Morphs, all old adjusted and new ECE/CME Slider included from the skeleton pack will be in the last category.

 

 

Really ? I'm kind of scared of doing it, I mean I don't want to screw up my character's face like I did when I inadvertently uninstalled Chargen once ... 

How should I proceed, simply removing Chargen Morphs and installing ECE directly ? I got a lot of plugins for racemenu too, like CharGen Morphs, CharGen ECE Morphs, Ethereal Elven OverhaulECE Morphs,  EEO Morphs, EEO patch... That means a lot of morphs and stuff, if I uninstall one everything goes down eh ? 

 

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I just installed it and immediately recognized the placement of the arrow quiver beeing half in the butt of my female character. The dagger (hip) seems to be OK, but as the quiver is so far within the butt it seems to hover in the air. I used (one-handed on back, dagger on hip, tried chesco and xp-chesko version). For now I reinstalled the previous version. Could you please have a look at it?

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O.o so since it was never in the rig map you won't have to change it if you added the pre-belly node?

 

And so if your proposed belly node changes did occur, would there be slight movement from when the spine moves to affect the belly?

 

I think I'm getting a clearer picture now thanks to your explanations :)

 

Just 1 last question, what exactly is a rig map? Is it the femalebody.hkx files?

 

Thanks for taking a look into all of this as well :)

Let's start with the last question a rig map is something that matches data from keyed animation to the Havok animation system that then moves the bones around.

All files with the general naming schema skeleton*.hkx are rig maps. In an animation.hkx there is the bonename with movement data, in the rig map is a list with all names of the bones that are enabled for keyed animation movement. If a bonename is matched with a name in the name list of the bones, Havok animation systems moves it, or else it ignores the data.

I can't foresee if there will be problems with the node added to the rig map and enabled to be animatied because I don't know if existing animation will cause horrible bugs. (They may be already there but you never saw them because they were never matched)

 

So to the first question, yeah I don't have to change the rig map for HDT stuff because HDT goes around the rig map stuff, the rig map just got an update for legacy animation support with HDT. If you do everything with HDT you don't have to care about bones which are not in the rig map. Just the ones who are because Havok and HDT will fight^^. (on a side note it's the same as with ECE sliders^^)

 

So to the second question movement from spine would still be transported with the new setup, the new and the old setup doesn't differ in that point.

Techie explanation: Just a little bit about vectorizing.

I just split up the Belly node which is one vector now into three vectors (One the actual node for the body, one with the translation and one for my ordering^^ just as the breast setup), which will be in the sum the same as the vector before. if you move the start of the whole vetor or the start of the splitted ones. Both will give the same end result. With the belly node and prebelly node you can do what you want with it with HDT.^^

 

 

I just installed it and immediately recognized the placement of the arrow quiver beeing half in the butt of my female character. The dagger (hip) seems to be OK, but as the quiver is so far within the butt it seems to hover in the air. I used (one-handed on back, dagger on hip, tried chesco and xp-chesko version). For now I reinstalled the previous version. Could you please have a look at it?

Are you using closer quivers or longer quivers? Both Forstfall variants tend to clip when using it. Also depending on the body mesh you use they clip. Try the ECE weapon position sliders that's basically the reason they were made.^^

 

 

Really ? I'm kind of scared of doing it, I mean I don't want to screw up my character's face like I did when I inadvertently uninstalled Chargen once ... 

 

 

How should I proceed, simply removing Chargen Morphs and installing ECE directly ? I got a lot of plugins for racemenu too, like CharGen Morphs, CharGen ECE Morphs, Ethereal Elven OverhaulECE Morphs,  EEO Morphs, EEO patch... That means a lot of morphs and stuff, if I uninstall one everything goes down eh ? 

 

 

Everything of Chargen Morphs is incompatible with ECE, redoing the face of your character (and just your character) will be inevitable.

How chargen manipulates EEO is something I don't know. EEO Patches for Dragonborn and Dawnguard should still work.

 

Replace Chargen Morphs with ECE on a calm day it may give you some problems or when you want to do a new game.

 

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Everything of Chargen Morphs is incompatible with ECE, redoing the face of your character (and just your character) will be inevitable.

How chargen manipulates EEO is something I don't know. EEO Patches for Dragonborn and Dawnguard should still work.

 

Replace Chargen Morphs with ECE on a calm day it may give you some problems or when you want to do a new game.

 

I'm just gonna take your HDT rig with the sword on back and wait till I'm on my gaming pc to try everything else ! 

Thank you again and good work by the way

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Awesome! me gusta!

 

btw why i never get buttscale effect on my 7b bombshell ?:<

 

Because Bombshell 3.2/3.3 has no real BBP, only BBP without Butt bones (Extra jiggle one has TBBP without Butt bones). Such a setup was called BP (Breast Physic) in old UNPB releases but at some point people started using BBP for BP (don't ask me why). Only Sevenbase body with Buttbones is the TBBP one.

 

 

oh now its working after attaching buttbones :D thx for tip

 

got another problem, when installed your moded skeleton my body start look weird in 3dmax

 

 

34s1a11.jpg

 

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oh now its working after attaching buttbones :D thx for tip

 

got another problem, when installed your moded skeleton my body start look weird in 3dmax

 

 

34s1a11.jpg

 

 

Known problem with importing the skeleton nif in 3ds max, will provide a modders resource for mesh import/animation when I have the time.

Meanwhile use Vioxsis max file from here for mesh imports and the Modders resource at the Nexus XPMS page for animation.

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