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


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Hi, I am studying an incompatibility some people reported with this mod and SAM where SAM scalings are reset.

Looks like a problem in Nioverride, but there are some calls in XPMSE scripts which I don't understand and probably are the key to this problem.

These are the steps I take to reproduce it.

Install SAM, install XPMSE (with the installer, default settings, say yes to overwrite)
But I don't enable yet the XPMSE esp file

1- I Start a new game with the Live another life mod, and coc riftenbeeandbarb
2- Setup SAM so Marcurio in Riften has some bone scales, command him to stay in place, make a save and exit the game
3- Enable XPMSE esp file
4- Load the savegame, exit the Inn, enter the Inn (note Marcurio does not follow me and this fires XPMSE cleanup process)
Here Marcurio is OK, he has the skeleton bones right
5- Quicksave
6- Quickload
On loading I clearly see how the NPC shrinks as he is losing the skeleton scalings.

This problem does not happen if I comment these two lines in XPMSELib.SetNodeParent

NiOverride.SetNodeDestination(akActor, false, isFemale, nodeName, newParent)
NiOverride.SetNodeDestination(akActor, true, isFemale, nodeName, newParent)
In my case the NiOverride.SetNodeDestination function is called for weapons nodes, setting their parent to "".

I think this is causing NiOverride to bug itself somehow, and is erasing SAM stored bone scalings.
Setting the destination node to "NPC" instead of "" does not cause bug SAM bone scalings, for example.

I am not using suspicious mods that might interfere.

Not related to this problem, I'm including the papyrus log resulting of loading the game with XPMSE scripts enabled for the first time in riften inn, exit the inn, and quit game
Here you can see a "Error: Unable to call RegisterForSingleUpdate" for each character present on the inn (5)
This is the same problem other people is reporting, should be easy for you to reproduce it.


[08/29/2015 - 05:05:14AM] Papyrus log opened (PC)
[08/29/2015 - 05:05:14AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[08/29/2015 - 05:05:14AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[08/29/2015 - 05:05:14AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[08/29/2015 - 05:05:15AM] Cannot open store for class "mt_quest_playerframeworkscript", missing file?
[08/29/2015 - 05:05:15AM] Cannot open store for class "mte_quest_lunartransformation", missing file?
[08/29/2015 - 05:05:24AM] Error: Property Follower1 on script InigoPlayerMonitor attached to alias PlayerMonitor on quest InigoFollowerControl (10050584) cannot be bound because alias Follower1 on quest InigoFollowerControl (10050584) is not the right type
[08/29/2015 - 05:05:24AM] VM is freezing...
[08/29/2015 - 05:05:24AM] VM is frozen
[08/29/2015 - 05:05:24AM] Reverting game...
[08/29/2015 - 05:05:27AM] Loading game...
[08/29/2015 - 05:05:27AM] VM is thawing...
[08/29/2015 - 05:05:27AM] [DCL1VampireTurnPlayerScript <alias Player on quest DLC1VampireTurn (0300588C)>]OnPlayerLoadGame() calling MakeAliasesEyesRed()
[08/29/2015 - 05:05:27AM] [XPMSEMCM <XPMSEMCM (20000888)>] INITIALIZED
[08/29/2015 - 05:05:27AM] InitWidgetLoader()
[08/29/2015 - 05:05:27AM] InigofollowerDialogue::PlayerLoadGame()
[08/29/2015 - 05:05:27AM] [XPMSEMCM <XPMSEMCM (20000888)>]: Registered XPMSE at MCM.
[08/29/2015 - 05:05:28AM] Error: Cannot call GetAV() on a None object, aborting function call
stack:
[inigoFollowerControl (10050584)].inigofollowercontrol.HorseUpdate() - "InigoFollowerControl.psc" Line 499
[inigoFollowerControl (10050584)].inigofollowercontrol.OnUpdate() - "InigoFollowerControl.psc" Line 117
[08/29/2015 - 05:05:28AM] warning: Assigning None to a non-object variable named "::temp143"
stack:
[inigoFollowerControl (10050584)].inigofollowercontrol.HorseUpdate() - "InigoFollowerControl.psc" Line 499
[inigoFollowerControl (10050584)].inigofollowercontrol.OnUpdate() - "InigoFollowerControl.psc" Line 117
[08/29/2015 - 05:05:28AM] Error: Cannot call IsWeaponDrawn() on a None object, aborting function call
stack:
[alias PlayerMonitor on quest InigoFollowerControl (10050584)].InigoPlayerMonitor.OnUpdate() - "InigoPlayerMonitor.psc" Line ?
[08/29/2015 - 05:05:28AM] warning: Assigning None to a non-object variable named "::temp10"
stack:
[alias PlayerMonitor on quest InigoFollowerControl (10050584)].InigoPlayerMonitor.OnUpdate() - "InigoPlayerMonitor.psc" Line ?
[08/29/2015 - 05:05:28AM] SAM - Current version is corrosive but sweet 201117
[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Marcurio [Actor < (000B9986)>] - 100001
[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Louis Letrush [WIDeadBodyCleanupScript < (00019DCA)>] - 100001
[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Talen-Jei [WIDeadBodyCleanupScript < (00019DC9)>] - 100001
[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Prisoner [Actor < (00000014)>] - 100001
[08/29/2015 - 05:05:34AM] [DCL1VampireTurnPlayerScript <alias Player on quest DLC1VampireTurn (0300588C)>]OnLocationChange()
[08/29/2015 - 05:05:34AM] Error: Cannot call IsInFaction() on a None object, aborting function call
stack:
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.GetRandomHorse() - "InigofollowerDialogue.psc" Line 96
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.UpdateNearestHorses() - "InigofollowerDialogue.psc" Line 56
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.OnUpdate() - "InigofollowerDialogue.psc" Line 149
[08/29/2015 - 05:05:34AM] warning: Assigning None to a non-object variable named "::temp12"
stack:
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.GetRandomHorse() - "InigofollowerDialogue.psc" Line 96
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.UpdateNearestHorses() - "InigofollowerDialogue.psc" Line 56
[inigofollowerDialogue (100012DF)].inigofollowerdialogue.OnUpdate() - "InigofollowerDialogue.psc" Line 149
[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/29/2015 - 05:05:38AM] VM is freezing...
[08/29/2015 - 05:05:38AM] VM is frozen
[08/29/2015 - 05:05:38AM] Log closed

 

 

 

The "NPC" node should be fine to use with NiOV, I use it myself for the ScreenshotPad mod I recently made. So maybe Groovtama can use that, if it doesn't have any other side-effects for XPMSE.

Link to comment

 

Hi, I am studying an incompatibility some people reported with this mod and SAM where SAM scalings are reset.

 

Looks like a problem in Nioverride, but there are some calls in XPMSE scripts which I don't understand and probably are the key to this problem.

 

These are the steps I take to reproduce it.

 

Install SAM, install XPMSE (with the installer, default settings, say yes to overwrite)

But I don't enable yet the XPMSE esp file

 

1- I Start a new game with the Live another life mod, and coc riftenbeeandbarb

2- Setup SAM so Marcurio in Riften has some bone scales, command him to stay in place, make a save and exit the game

3- Enable XPMSE esp file

4- Load the savegame, exit the Inn, enter the Inn (note Marcurio does not follow me and this fires XPMSE cleanup process)

Here Marcurio is OK, he has the skeleton bones right

5- Quicksave

6- Quickload

On loading I clearly see how the NPC shrinks as he is losing the skeleton scalings.

 

This problem does not happen if I comment these two lines in XPMSELib.SetNodeParent

NiOverride.SetNodeDestination(akActor, false, isFemale, nodeName, newParent)

NiOverride.SetNodeDestination(akActor, true, isFemale, nodeName, newParent)

In my case the NiOverride.SetNodeDestination function is called for weapons nodes, setting their parent to "".

 

I think this is causing NiOverride to bug itself somehow, and is erasing SAM stored bone scalings.

Setting the destination node to "NPC" instead of "" does not cause bug SAM bone scalings, for example.

 

I am not using suspicious mods that might interfere.

 

Not related to this problem, I'm including the papyrus log resulting of loading the game with XPMSE scripts enabled for the first time in riften inn, exit the inn, and quit game

Here you can see a "Error: Unable to call RegisterForSingleUpdate" for each character present on the inn (5)

This is the same problem other people is reporting, should be easy for you to reproduce it.

 

 

 

[08/29/2015 - 05:05:14AM] Papyrus log opened (PC)

[08/29/2015 - 05:05:14AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.

[08/29/2015 - 05:05:14AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)

[08/29/2015 - 05:05:14AM] Memory page: 128 (min) 512 (max) 76800 (max total)

[08/29/2015 - 05:05:15AM] Cannot open store for class "mt_quest_playerframeworkscript", missing file?

[08/29/2015 - 05:05:15AM] Cannot open store for class "mte_quest_lunartransformation", missing file?

[08/29/2015 - 05:05:24AM] Error: Property Follower1 on script InigoPlayerMonitor attached to alias PlayerMonitor on quest InigoFollowerControl (10050584) cannot be bound because alias Follower1 on quest InigoFollowerControl (10050584) is not the right type

[08/29/2015 - 05:05:24AM] VM is freezing...

[08/29/2015 - 05:05:24AM] VM is frozen

[08/29/2015 - 05:05:24AM] Reverting game...

[08/29/2015 - 05:05:27AM] Loading game...

[08/29/2015 - 05:05:27AM] VM is thawing...

[08/29/2015 - 05:05:27AM] [DCL1VampireTurnPlayerScript <alias Player on quest DLC1VampireTurn (0300588C)>]OnPlayerLoadGame() calling MakeAliasesEyesRed()

[08/29/2015 - 05:05:27AM] [XPMSEMCM <XPMSEMCM (20000888)>] INITIALIZED

[08/29/2015 - 05:05:27AM] InitWidgetLoader()

[08/29/2015 - 05:05:27AM] InigofollowerDialogue::PlayerLoadGame()

[08/29/2015 - 05:05:27AM] [XPMSEMCM <XPMSEMCM (20000888)>]: Registered XPMSE at MCM.

[08/29/2015 - 05:05:28AM] Error: Cannot call GetAV() on a None object, aborting function call

stack:

[inigoFollowerControl (10050584)].inigofollowercontrol.HorseUpdate() - "InigoFollowerControl.psc" Line 499

[inigoFollowerControl (10050584)].inigofollowercontrol.OnUpdate() - "InigoFollowerControl.psc" Line 117

[08/29/2015 - 05:05:28AM] warning: Assigning None to a non-object variable named "::temp143"

stack:

[inigoFollowerControl (10050584)].inigofollowercontrol.HorseUpdate() - "InigoFollowerControl.psc" Line 499

[inigoFollowerControl (10050584)].inigofollowercontrol.OnUpdate() - "InigoFollowerControl.psc" Line 117

[08/29/2015 - 05:05:28AM] Error: Cannot call IsWeaponDrawn() on a None object, aborting function call

stack:

[alias PlayerMonitor on quest InigoFollowerControl (10050584)].InigoPlayerMonitor.OnUpdate() - "InigoPlayerMonitor.psc" Line ?

[08/29/2015 - 05:05:28AM] warning: Assigning None to a non-object variable named "::temp10"

stack:

[alias PlayerMonitor on quest InigoFollowerControl (10050584)].InigoPlayerMonitor.OnUpdate() - "InigoPlayerMonitor.psc" Line ?

[08/29/2015 - 05:05:28AM] SAM - Current version is corrosive but sweet 201117

[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Marcurio [Actor < (000B9986)>] - 100001

[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Louis Letrush [WIDeadBodyCleanupScript < (00019DCA)>] - 100001

[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Talen-Jei [WIDeadBodyCleanupScript < (00019DC9)>] - 100001

[08/29/2015 - 05:05:28AM] SAM - UpdateActor - Prisoner [Actor < (00000014)>] - 100001

[08/29/2015 - 05:05:34AM] [DCL1VampireTurnPlayerScript <alias Player on quest DLC1VampireTurn (0300588C)>]OnLocationChange()

[08/29/2015 - 05:05:34AM] Error: Cannot call IsInFaction() on a None object, aborting function call

stack:

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.GetRandomHorse() - "InigofollowerDialogue.psc" Line 96

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.UpdateNearestHorses() - "InigofollowerDialogue.psc" Line 56

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.OnUpdate() - "InigofollowerDialogue.psc" Line 149

[08/29/2015 - 05:05:34AM] warning: Assigning None to a non-object variable named "::temp12"

stack:

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.GetRandomHorse() - "InigofollowerDialogue.psc" Line 96

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.UpdateNearestHorses() - "InigofollowerDialogue.psc" Line 56

[inigofollowerDialogue (100012DF)].inigofollowerdialogue.OnUpdate() - "InigofollowerDialogue.psc" Line 149

[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?

[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211

[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?

[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?

[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211

[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?

[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?

[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211

[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?

[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?

[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211

[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?

[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[08/29/2015 - 05:05:35AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?

[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 211

[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?

[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[08/29/2015 - 05:05:38AM] VM is freezing...

[08/29/2015 - 05:05:38AM] VM is frozen

[08/29/2015 - 05:05:38AM] Log closed

 

 

 

 

The "NPC" node should be fine to use with NiOV, I use it myself for the ScreenshotPad mod I recently made. So maybe Groovtama can use that, if it doesn't have any other side-effects for XPMSE.

 

I just answering here, because I don't have to answer both.

 

"" is so the data is removed from the co-save that it deletes scales was not intended, I will change the behaviour in the newer scripts back to the old one which should reduce size but I will not clean up destination changes ever again.

 

"NPC" is not an option because every weapon would have "NPC" as parent after cleanup which is not right and would also not reduce co-save size.

Link to comment

Hi guys... I'm using the weapon placement system on Racemenu but not with the expected result.... is it possible to replicate this crossed swords placement from DSPSOB ??

post-58324-0-16209700-1440881234_thumb.jpg


when I use the sliders it seems that just the right one is affected by the changes and the left one disspears until I wield it like shown in the pics... thank you in advance

post-58324-0-33666500-1440881264_thumb.jpgpost-58324-0-32833200-1440881272_thumb.jpgpost-58324-0-07028300-1440881279_thumb.jpg
 

Link to comment

Hi guys... I'm using the weapon placement system on Racemenu but not with the expected result.... is it possible to replicate this crossed swords placement from DSPSOB ??

 

attachicon.gif17746-1-1338223127.jpg

 

 

when I use the sliders it seems that just the right one is affected by the changes and the left one disspears until I wield it like shown in the pics... thank you in advance

 

attachicon.gifTESV 2015-08-29 13-20-58-31.jpgattachicon.gifTESV 2015-08-29 13-22-32-18.jpgattachicon.gifTESV 2015-08-29 13-34-29-27.jpg

 

 

You need Dual Sheath Redux and that's one nice Draenei, gotta find out how to get that too.

Link to comment

 

Hi guys... I'm using the weapon placement system on Racemenu but not with the expected result.... is it possible to replicate this crossed swords placement from DSPSOB ??

 

attachicon.gif17746-1-1338223127.jpg

 

 

when I use the sliders it seems that just the right one is affected by the changes and the left one disspears until I wield it like shown in the pics... thank you in advance

 

attachicon.gifTESV 2015-08-29 13-20-58-31.jpgattachicon.gifTESV 2015-08-29 13-22-32-18.jpgattachicon.gifTESV 2015-08-29 13-34-29-27.jpg

 

 

You need Dual Sheath Redux and that's one nice Draenei, gotta find out how to get that too.

 

I'd use DSR but it doesnt support modded weapons like the ones I use... beside all the system requires SkyProc to get it to work, not practical at all cuz some mods make modification in other scripts and there is no warning at all sometimes... and when it should work after installing it still uses 2 extra slots automatically on the PC and thats so akward cuz some of my modded PCs use to many body slots.....

 

edit : i still can send u my Model preset if u want... just pm me ^_^

Link to comment

 

 

Hi guys... I'm using the weapon placement system on Racemenu but not with the expected result.... is it possible to replicate this crossed swords placement from DSPSOB ??

 

attachicon.gif17746-1-1338223127.jpg

 

 

when I use the sliders it seems that just the right one is affected by the changes and the left one disspears until I wield it like shown in the pics... thank you in advance

 

attachicon.gifTESV 2015-08-29 13-20-58-31.jpgattachicon.gifTESV 2015-08-29 13-22-32-18.jpgattachicon.gifTESV 2015-08-29 13-34-29-27.jpg

 

 

You need Dual Sheath Redux and that's one nice Draenei, gotta find out how to get that too.

 

I'd use DSR but it doesnt support modded weapons like the ones I use... beside all the system requires SkyProc to get it to work, not practical at all cuz some mods make modification in other scripts and there is no warning at all sometimes... and when it should work after installing it still uses 2 extra slots automatically on the PC and thats so akward cuz some of my modded PCs use to many body slots.....

 

edit : i still can send u my Model preset if u want... just pm me ^_^

 

 

The reason DSR doesnt support all weapons you use its because DSR does not have meshes support for said weapons you use.

 

For example for DSR to work on Immersive Weapons it needs to have meshes for it.(not the meshes from IA mod, meshes made for IA to be used in DSR).

 

EDIT: As for the PM, it will come later when i stop searching  for it!.

 

I kind of have something that's called "Search first then ask"

Link to comment

Hello Groovtama. First of all, great work. I've some issues i would like to share. I've been using UN7B body for a long while now, and never had any issues with it. Then i saw this mod and decided to give it a go because it claims to be compatible with UN7B. The problem I have is that the left arm is deformed (only the left arm). Took a couple of screenshots, one with the issue, and one with an old profile where I used UN7B and didnt installed XPMSE 3.13. This is the reason i believe is a problem caused by this mod. And I'm pretty sure I installed everything right.

 

Issue

33z6ypk.jpg

 

No issue

2rqiyzd.jpg

 

Has enybody had this problem too or is it just me? Thanks for your support.

PS: its true that the skse save and the saving times are larger than the previous ones even with 3.13

PS2: Also the upper picture the character is near the top weight, unlike the second picture.

 

Link to comment

Hello Groovtama. First of all, great work. I've some issues i would like to share. I've been using UN7B body for a long while now, and never had any issues with it. Then i saw this mod and decided to give it a go because it claims to be compatible with UN7B. The problem I have is that the left arm is deformed (only the left arm). Took a couple of screenshots, one with the issue, and one with an old profile where I used UN7B and didnt installed XPMSE 3.13. This is the reason i believe is a problem caused by this mod. And I'm pretty sure I installed everything right.

 

 

Issue

33z6ypk.jpg

No issue

2rqiyzd.jpg

Has enybody had this problem too or is it just me? Thanks for your support.

PS: its true that the skse save and the saving times are larger than the previous ones even with 3.13

PS2: Also the upper picture the character is near the top weight, unlike the second picture.

I can't fix people's bad skinning with a skeleton that was not for intended to be skinned to. Try to get a uunp hdt+ body or use uunp special both have a un7b preset with hdt+ having the same uv as un7b.

Link to comment

 

 

Ok. Unnistalled UN7B. Installed BodySlide 2, UUNP and its Racemenu Morphs. Followed Shinji72 video and built the body using the UUNP HDT and UN7B preset. Also built the hands and the feet (XPMSE). Problem persists :s

 

2l9qo2r.jpg

 

 

First of all, can you be sure that this is indeed UUNP that your game is using? If you use MO, check various conflicts and make sure BodySlide actually builds to the correct folders.

 

It could also just be the idle animation that doesn't play along all that well. Is the same effect visible with other animations?

Link to comment

 

 

 

Ok. Unnistalled UN7B. Installed BodySlide 2, UUNP and its Racemenu Morphs. Followed Shinji72 video and built the body using the UUNP HDT and UN7B preset. Also built the hands and the feet (XPMSE). Problem persists :s

 

2l9qo2r.jpg

 

 

First of all, can you be sure that this is indeed UUNP that your game is using? If you use MO, check various conflicts and make sure BodySlide actually builds to the correct folders.

 

It could also just be the idle animation that doesn't play along all that well. Is the same effect visible with other animations?

 

 

I was ussing the UUNP, and yes, it was the idle animations fault. It was one of the pretty female idles, but i dont remember what idle exactly.

Thanks for the clue, problem solved.

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Ok. Unnistalled UN7B. Installed BodySlide 2, UUNP and its Racemenu Morphs. Followed Shinji72 video and built the body using the UUNP HDT and UN7B preset. Also built the hands and the feet (XPMSE). Problem persists :s

 

2l9qo2r.jpg

 

 

First of all, can you be sure that this is indeed UUNP that your game is using? If you use MO, check various conflicts and make sure BodySlide actually builds to the correct folders.

 

It could also just be the idle animation that doesn't play along all that well. Is the same effect visible with other animations?

 

 

I was ussing the UUNP, and yes, it was the idle animations fault. It was one of the pretty female idles, but i dont remember what idle exactly.

Thanks for the clue, problem solved.

 

 

Many of those idle animations from pretty female idles are way old, so many of them aren't made with newer skeletons in mind.

 

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Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

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Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

 

Scripts don't run permanently they just run when you are starting to see an NPC there can't be some ongoing script lag.

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Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

 

Scripts don't run permanently they just run when you are starting to see an NPC there can't be some ongoing script lag.

 

It's whenever new NPC's enter the cell, it creates a bunch of weaponscale scripts in my papryus log.

 

The issue isn't that it runs permanently, but that it runs every time I reenter the cell.

 

I tested it by disabling all my mods except for XP32 and starting a new game without HD textures and entered Whiterun and other cities. The only script that runs is the weaponscale script on every NPC in the area each time I enter it.  When I turn off XP32, there's no issue.

Link to comment

 

 

 

Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

 

Scripts don't run permanently they just run when you are starting to see an NPC there can't be some ongoing script lag.

 

It's whenever new NPC's enter the cell, it creates a bunch of weaponscale scripts in my papryus log.

 

The issue isn't that it runs permanently, but that it runs every time I reenter the cell.

 

I tested it by disabling all my mods except for XP32 and starting a new game without HD textures and entered Whiterun and other cities. The only script that runs is the weaponscale script on every NPC in the area each time I enter it.  When I turn off XP32, there's no issue.

 

 

This is the same problem I've been having for a while. It seems the script starts, is preempted and doesn't finish. I've checked save files with save tool and have found upto 900 unfinished scripts, and once that happens, stack dumps destroy your frame rate. I've found that simply standing still for five minutes help a lot, as a number of scripts will finish. I'm wondering, if at a file size of 48kb which is large for a script, if it simply trying to do too much at once.

 

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Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

 

Scripts don't run permanently they just run when you are starting to see an NPC there can't be some ongoing script lag.

 

It's whenever new NPC's enter the cell, it creates a bunch of weaponscale scripts in my papryus log.

 

The issue isn't that it runs permanently, but that it runs every time I reenter the cell.

 

I tested it by disabling all my mods except for XP32 and starting a new game without HD textures and entered Whiterun and other cities. The only script that runs is the weaponscale script on every NPC in the area each time I enter it.  When I turn off XP32, there's no issue.

 

Then disable the esp and just use the skeleton files.

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Say Groovtama can you explain what you mean in the installer when I reach the magic nipple and Schlong shout, about the (Not yet Integrated in Racemenu) ?

 

I did read the whole first post (Description) and couldn't find anything about it.

The animation changing, magic nipples animations are working as replacers and not as full style dependent animations.
Link to comment

 

 

 

 

Is there a way to turn off the weapon scaling script?

 

It gives me crazy script lag whenever I get near a town. I turned off every mod I have and started a fresh save to see if that helped, but my game still chugs when scaling NPCs.

I'm having this issue too so if this is the real problem of the lag in towns, it'll be great a way to disable.

 

And i'm having another problem and i'm hoping for someone figure out a solution. I have immersive Creatures installed and as far as i know, some monsters in the mod has their own skeleton and probably doesn't has the HDT Motion bones. So every time that i get near a "Vampire Lord like" monster i get a massive FPS drop. If anyone know some type of workaround it'll help me a lot.

Scripts don't run permanently they just run when you are starting to see an NPC there can't be some ongoing script lag.

It's whenever new NPC's enter the cell, it creates a bunch of weaponscale scripts in my papryus log.

 

The issue isn't that it runs permanently, but that it runs every time I reenter the cell.

 

I tested it by disabling all my mods except for XP32 and starting a new game without HD textures and entered Whiterun and other cities. The only script that runs is the weaponscale script on every NPC in the area each time I enter it. When I turn off XP32, there's no issue.

Then disable the esp and just use the skeleton files.

I honestly didn't know that was an option.

 

Thank you.

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