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XP32 Maximum Skeleton Extended

XPMS Skeleton HDT

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#1
Groovtama

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File Name: XP32 Maximum Skeleton Extended

File Submitter: Groovtama

File Submitted: 22 Jan 2014

File Category: HDT Physics Extension

Requires: RR&F and FNIS


XPMSE 2.20 (also on Nexus)


Warning:

You do not delete my skeleton_female.hkx


Description:
XP32 Maximum Skeleton Extended 2 is a completely redone version of xp32's "XP32 Maximum Skeleton - XPMS"


Requirement (Need to be installed BEFORE):
Realistic Ragdolls and Force by dDefinder
Fores New Idles in Skyrim
For Ingame Weapon position switching:
SKSE 1.7.1
(2.20) RaceMenu 2.9.6+ / (2.21+) Racemenu 3.0B3

Installation:
Add the mod to a mod manager the fomod installer will guide you through the installation. There is no manual installation help










Features

Body and Phyics Support:
- Breast and Butt Physic [BBP] enabled bodies
- Tender Breast and Butt Physic [TBBP] enabled bodies

- HDT Physics Extension [HDT_PE] enabled bodies
Warning: Using T\BBP is not recommended because of many faulty animations. PLEASE only use it if you don't have another choice.


Mods supported:
- Aesthetic Bolt Quiver
- Citrus
- Deadly Mutilation
- Dual Shealth Redux
- Enchance Character Edit
- HDT Dragon Tails
- Nipple Magic
- Realistic Ragdolls & Force
- SAM - Shape Atlas for Men *
- SOS - Schlongs of Skyrim
- The Joy of Perspective
- UN7B Pussy
* NOTE: Don't use SAM with ECE for scaling. ECE will blindly overwrite nodes used by SAM. The RaceMenuPlugin is totally fine.

XPMSE RaceMenu Plugin:
- Ingame Weapon positions named "Style", you do not need to choose positions at Installation time * **
- Many Scale\Position\Rotation Sliders
- 128 Sliders just for Weapons
- Sliders for SOS\SAM
- Sliders for Female
- Sliders for Beasts
- "Real" leg length slider
- 3rd and 1st Person Scaling
- Sliders are using NiOverride instead of NetImmerse
- Custom Category support (2.21)
- NPC support (2.21)
* NOTE: Bolt Quivers are depending on the Quiver Style, that is why you have still a choice at installation time
** NOTE; The experimental BOLT position works with any Quiver Style in RaceMenu and NPCs, but drawn bolts from the quiver will be invisible.

Proper Weapon Plugin Features (Needs RaceMenu or NiOverride):
- Fixes all waepons for females in 3rd and 1st Person
- All sheathed and drawn Weapon should have the same size for the Player. Scaling Weapon and off-hand Weapon node will result in an offset for the drawn weapons


Enhanced Character Edit:
- ECE is on maintaince support I will not add new features.

Alternative: Enhanced Character Edit - More Body Sliders








Weapon Positions


Style avaiable in the XPMSE RaceMenu Plugin
If a weapon category is not listed here the Style slider in RaceMenu only has only the default (0)

Axe:
1: Reversed Axe


Sword:
1: 1-Handed Swords on Back (Dual Draw Animations: Immersive Animations by Bergzore)

2: SWP 1-Handed Swords on Back (Dual Draw Animations: Immersive Animations by Bergzore)
3: FSM Swords turned edge up
4: Dual Swords on left waist

Two-Handed
1. SWP Two-Handed Weapons on Back
2: FSM Two-Handed turned and on waist

Bow:
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves

3: FSM Turn Bow by fushimi

Quiver:
1: Frostfall Quiver by Chesko (Draw Animations: "Belt-Fastened Quivers")
2: Frostfall Quiver with Left Hip Bolt by xp32 (Draw Animations: "Belt-Fastened Quivers")


Dagger:
1: Daggers on Back Hip (Dual Draw Animations: Immersive Animations by Bergzore)
2: Daggers on the Ankles

Magic:
1: Nipple Magic

Shout:
1: Schlong Shout


Endorse these people's weapon position mods which are included, so they see their work is appreciated!!!







Problem Section

If you have problems read this first, written by Skulltyrant



HOW 2 FIX LOW FPS OR BROKEN HDT AFTER UPDATING TO 2.0+:
Spoiler


HOW 2 FIX INWARD BELLY AFTER UPDATING TO 2.0+:


OLD HDT BODIES ARE INCOMPATIBLE WITH XPMSE 2.0+, USE NEWER BODIES LIKE CBBE3.3-HDT OR FIX IT WITH THIS GUIDE:
List of what Body works with HDT and what skeleton:
Spoiler


HOW 2 FIX THE RACEMENUPLUGIN ERROR IN 2.1-2.13:
Spoiler










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 PEPARE TAILS TO WORK WITH THE TAIL POSITION SLIDERS:
Spoiler


FNIS:
- HDT: 115 Bones
- BBP: 129 Bones


New bone naming prefix schema:
-> NPC => Mesh Bones
-> HDT => HDT Motion Bones
-> CME => Extra CME\RM Bones (DO NOT USE THEM FOR MESH OR PHYSICS)
-> MOV => Weapon Offset Bones (DO NOT USE THEM FOR MESH OR PHYSICS)


Animation bones removed:
- Wings, Hair, Cloak bones have been removed, they were unused bones






Credits:

- XP32: author of the original XP32 Maximum Skeleton - XPMS
- Skulltyrant: the support on XP32 Maximum Skeleton - XPMS and author of Custom Skeleton Replacers
- Expired: author of RaceMenu and for the SKSE\NiOverride node moving functions

- Blabba: I don't know why anymore
- jacques00: For making the Proper Weapon Scale mod work
- PsychoMachina: For the feedback that was helpful ironing out some issues

- TheFigment: author of hkxmcd
- Fore: author of FNIS
- CherryHotaling: author of skyrim's Breast and Butt Physic System
- mark19850124 a.k.a Dragonfly0124 or 哈哈笑笑: author of skyrim's Tender Breast and Butt Physic System
- Dbfinder: author of RR&F
- DarkPhoenix: author of DSPSOB
- Liuli: finding and fixing some issues
- belisario: author of the SOS RaceMenu Plugin
- Alan from ANK: author of the UN7B body
- ElPsyCongroo: author of Nipple Magic

- fushimi: author of FSM skeleton de Gozaru
- Metal-Gear-REX: author of Skyrim Weapon Positioning
- Ayame: author of Female Skeleton Replacer




Version 1.9
Spoiler


Posted Image
Click here to download this file


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#2
blabba

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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?


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#3
Ark of Truth

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I thought the XP32 already had the belly node?


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#4
Groovtama

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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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#5
blabba

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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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#6
Ark of Truth

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I thought the XP32 already had the belly node?

 

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

 

 

But wouldn't that then make the pregnant belly bounce as well?


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#7
blabba

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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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#8
Groovtama

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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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#9
blabba

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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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#10
Melodic

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Awesome! me gusta!

 

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


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#11
bob11

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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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#12
dje34

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Thank you, Groovtama ! Going to test your awesome work, great modder ! :D


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#13
Lother

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Thanks for this. Wonder if you could look at this fix - http://www.loverslab...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

 


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#14
Groovtama

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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...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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#15
Redflyingmonkey

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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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#16
bob11

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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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#17
blabba

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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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#18
Groovtama

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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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#19
cornbreadtm

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Working good for me GT.


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#20
Redflyingmonkey

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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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Also tagged with one or more of these keywords: XPMS, Skeleton, HDT