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Groovtama

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About Groovtama

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  • Birthday 03/04/1988

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  1. BeeingFemale

  2. CITRUS Heads (High Poly Heads)

  3. XP32 Maximum Skeleton Extended - XPMSE

    The author probably made the bow with the messed up hand scale of females. Which XPMSE fixes by rescaling. Try to do the following: Make a backup of the bow mesh if it does not work! Open the bow mesh, scale the bow to 0.92 and hit apply to the mesh, the bow should then be the right size in the game.
  4. Randomly inflating boobs

    You are using HDT and you're using a skeleton that has not the needed bones to support your body replacer nor your HDT setup.
  5. XP32 Maximum Skeleton Extended - XPMSE

    For what do you need old, buggy and inferior versions of XPMSE? I removed old versions because people used old versions because they read a XPMSE version number on some mod page and used the old version instead of the current one that had bugs fixed and people complained about the alread fixed bugs. So I am not fond of people getting old versions. Hmm ok, but is there a way to have a custom skeleton and still use the xpmse racemenu sliders? or at least be able to edit the default xpmse skeleton? Just In case, the mod im using is this one: http://www.nexusmods.com/skyrim/mods/61132/? Yeah, any skeleton based on the latest XPMSE skeleton version (3.6, 2 years old) can use XPMSE RaceMenu sliders and the MCM, you can incoperate the edits from the other skeleton to the latest XPMSE skeleton via Nifskope. Not my problem if people never update their mods.
  6. XP32 Maximum Skeleton Extended - XPMSE

    Yeah you got something wrong, you have papyrus logging enabled, even through you don't know what to do with the stuff it prints out... those are not errors, that is data on your stack, the stack is the memory where the papyrus engine stores currently used data, and that XPMSE is there is normal when you use XPMSE. If you are not debugging stuff, and just want to play, leave debugging off... I didn't say it was an error, I was saying it was spam. I was raising concern about how it is filling my log file. Thank you. Better if you check what is your mod at position 0x5A (= 90) in your load order. Or don't give a partial part of the log. Zip it and send it to me to check. I just chekced XPMSE code, and there is no way a stack dump can have the reported line as the origin of it. The start of the dump should come from something different. The log has been linked, I just posted a segment of what I saw as a repeated section. I followed it all the way up and it was the same segment. People annoy me when they post me a stack dump, because XPMSE is written somewhere in the stack dump, oh suprise when they run XPMSE... this is why I tell people to disable debugging because some mods cause warnings because of unknown reasons and if you have enough of them you get a stack dump in the log file... And it is not spam, Skyrim prints out the content of the stack, it tells you what it has running currently...
  7. XP32 Maximum Skeleton Extended - XPMSE

    Yeah you got something wrong, you have papyrus logging enabled, even through you don't know what to do with the stuff it prints out... those are not errors, that is data on your stack, the stack is the memory where the papyrus engine stores currently used data, and that XPMSE is there is normal when you use XPMSE. If you are not debugging stuff, and just want to play, leave debugging off...
  8. XP32 Maximum Skeleton Extended - XPMSE

    For what do you need old, buggy and inferior versions of XPMSE? I removed old versions because people used old versions because they read a XPMSE version number on some mod page and used the old version instead of the current one that had bugs fixed and people complained about the alread fixed bugs. So I am not fond of people getting old versions.
  9. Weird Breasts looking janky when crouched

    What do people not understand when I say requirement are installed before, and you should not overwrite anything from XPMSE....
  10. XP32 Maximum Skeleton Extended - XPMSE

    The actor with the ID mentioned right before does not use a XPMSE skeleton. Problem happens mostly with Custom Races, Followers or child mods, that add a skeleton with breast bones and is outdated or is not compatible with most of the advanced HDT xmls. Most likely it's not in the race, and in the companions who have their own unique skeleton. May be because of this? And how do I bind your skeleton to him (copied to a folder with a companion will be enough) The ID of the actor that causes the problem is mentioned right before, pls look that up. You don't bind anything, the message just says that the skeleton is missing nodes. The skeleton files need to be replaced or the race pointing to the skeleton needs their path altered. Ask the author of the mod causing that issue.
  11. XP32 Maximum Skeleton Extended - XPMSE

    The actor with the ID mentioned right before does not use a XPMSE skeleton. Problem happens mostly with Custom Races, Followers or child mods, that add a skeleton with breast bones and is outdated or is not compatible with most of the advanced HDT xmls.
  12. XP32 Maximum Skeleton Extended - XPMSE

    Are you talking about the anim from Zaz's milking machine? If so, then you are out of luck, because it's not incompatible with the latest versions of XPMSE, it's incompatible with HDT altogether. Basically, AFAIK the skeleton nodes can either be manually moved by the anims (like with the milking machine) or have physics applied to them via HDT, but not both at the same time. So you either have HDT or the single milking anim. Honestly, I think losing all of the HDT stuff for one single anim is not worth it, but it's your choice. If you really want to have that anim, they you need to first remove HDT from your game, and then reinstall the latest version of XPMSE choosing the Skeleton Rig for BBP (instead of the HDT one which is the default). Don't use older versions of XPMSE, always use the most recent version. I agree that I definitely wouldn't want to sacrifice HDT for a single animation. But the MME installer comes with a "HDT fix", which I think is designed to somehow make it work. I don't know the details. 1. If you would read the description, the fix is old and can be replaced by choosing the BBP rip map whem installing XPMSE (the fix is nothing else than an old rig map that supports BBP). 2. It does not work how the author of that fix think it works. Blaze69 is totally right on it. You either can have the animations control the nodes or HDT, and HDT wins over the animations.
  13. XP32 Maximum Skeleton Extended - XPMSE

    No you do not, XPMSEWeaponStyleScaleEffect is mentioned in the stack dump you get from other stuff, if you do not know how to read your papyrus log, disable it.
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