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Found 60 results

  1. Animated Beast's Cocks(ABC) For users LE / SE View File Animated Beast's Cocks ABC - For users LE / SE BakaFactory's ABC HDT Patch !Warning! - Animal SOS is incompatible with this mod! Make sure you install only one between Animal SOS and ABC. - Werewolf SOS is incompatible with this mod! You should disable Werewolf's schlong in SOS MCM menu. Instead, go to Creature Framework and set MNC penis for Werewolf. (Solved) Description Think about it. Didn't you ever be bothered when you look at those dead dicks and thought 'It would be good to see them moving though.'? Surprisingly, there haven't been any attempts to make a significant change in creatures' rigging compared to humans'. It was so dissapointing and made me so discouraged to look at those stony and plastic-like penises that I couldn't help but make them come to alive! I wanted natural, realistic but also subtle and fundamentally improved animations for a long time. I searched up for an answer, and now... I think I find it.. I present you my moving fellas. Or should I put this term as 'Animated Beast's Cocks'? So What does it do? Will it make their dicks movable with this? That's correct but also not precisely. You cannot move their dicks only with this one. It's nothing like SOS. It's not gonna automatically move, detect and align their dicks like a highly advanced A.I. No! You should wait till the animators including me do their job, which means without editing animations, the dicks won't be moving. Don't worry. I already had them noticed. Just wait with patience. Important Notes for CTD - There will be CTD unless you disable Werewolf's SOS dick. ABC partially replaces MNC's meshes so you need to set MNC Werewolf to see his ABC. - Sometimes as soon as you see Lurkers, you get CTD. It's not your fault. If you bump into this matter, please leave a note here. Most likely, I accidently replaces the new one with the old le one. Requirement(LE) XPMSE HDT-PE with Collision Settings Any body mesh with physics(UUNP HDT, CBBE HDT) MNC LE - SLAL Creature animations and its requirements Fully Compatible Mods UUNP TBBP Vagina Body(It is also called CUUNP) BHUNP 3BBB CBBE 3BBB Requirement(SE) XPMSE Any body mesh with physics HDT-SMP with Collision Settings MNC SE - SLAL SE Creature animations and its requirements You can also see my progress here on my Patreon https://www.patreon.com/posts/22802542 If you're a modder and do know how to animate things, you should check this one out! My HDT xml setting is for UUNP users. If you are using COSIO, why don't you check it out? Special Thanks to MadMansGun for his wonderful job on MNC and texture works 9204 from Team TAL - https://www.patreon.com/takealook/overview for technical 3ds Max Rigging Support(HDT) - 제 꼬추 스승! Groovtama - XPMSE modder for technical advice Majormodder for remodeling rieklings 이하은(Ha-eun) for reshaping meshes. 이하은 NambuOne! [Deleted] No more thanks to this selfish traitor. Submitter factoryclose Submitted 11/20/2018 Category HDT Physics Requires Special Edition Compatible Yes  
  2. View File Vimeo banned me.. apparently I forgot to read community guidelines and they don't allow adult things... Someone must've reported my last animation. So if anyone could, please make a video and I will post it - I will no longer be working on this; I've moved on to SFM animation. You can follow my Tumblr here: https://dowjonsie.tumblr.com And to give you and idea of what I am doing... My second animation (it's a WIP and incomplete - just wanted to share what I had) https://gfycat.com/ElegantTotalAndalusianhorse I present... Jiggly butts, pussy tugging and belly bulges (with slight exaggeration on butt jiggles, without that nasty 3-5 second set time most other presets have) It's FINALLY here! I will admit, this was somewhat hastily put together. i really wanted to get an update going - as such, i have not tested every creature included (there will be more creatures to come). So, if there is anything off, let me know. Do understand there are limitations in the mesh manipulations. I cannot make it so a giant will bulge a belly 3-4 feet from the character to suffice his large wang without absolutely borking the belly of the dovahkiin. As well, I have no means to manipulate HDT detection boxes as animations play - unfortunately, bulges may be restricted to missionary style animations (maybe, maybe not). It is HIGHLY recommended you download Bazingas files and at least install his new Weight paints for UUNP (you will need to rebuild your bodyslide) (Install mine after his) https://www.loverslab.com/files/file/2431-naturalistic-hdt-and-beast-hdt/ Anyway - ENJOY! Also, the newest HDT preset includes similar jiggles to my last.. not really - the breasts are more inline with Bazingas naturalistic (i decreased downward motion to prevent the breast from having a "spike" deformation, and outward motion to prevent a "bubble gumming" when moving and increased their jiggle time by approx. 9%. And the butt is more jiggly, however it is not overly exaggerated, nor will it jiggle for 3, 4 -10 seconds after moving... no, it will resettle within 1 - 2 seconds As well, this was based around a skeleton I have edited - which is based on, and will always be based on, the latest XPMSE; it is necessary for the lowered belly detection range - also, i am sure you guys won't be upset in the slightest of the more realistic ragdolling this little feature adds no more stiff bodies (for ladies, at least) I will post example videos when i actually have time to play - which won't be until this weekend - nor can I correct any errors until this weekend. So, please - if you have issues: leave feedback and I will get to it. If you wish to get rid of any borking (which should be none or minimal) my mod here may incur in the mean time, just reinstall MNC skeletons. :::::::::HUGE THANKS TO BAZING::::::::::: :::::::::Requests:::::::::: I will be taking jiggle requests for; A. Breasts per cup size B. Butt per waist measurement C. Belly as per fat level (or skinny) Best to give me a round-about estimate (not so jiggly, jiggly etc) and send me your Racemenu preset (be sure to tell me the race she is based on, and a UUNP body) https://vimeo.com/215263799 Vertical Bounce folder, "Plugins" is not properly named. Change 'plugin' to 'plugins' or drag the associated file to your plugins folder. :::::::::::::::: Belly Bulge ::::::::::::::::: WE HAVE BELLY BULGING (Will update video sometime between 1/11-1/14...maybe.) https://vimeo.com/194441303 ___________________________________________ I think most of you who enjoy a jiggly butt without overly exaggerated settle time and jiggles would really appreciate this :::::::Extra bounce Verticle optional::::::::::: https://vimeo.com/194124955 https://vimeo.com/194123564 :::::::Ooh La La Jiggles::::::::: Video coming soon Submitter downjonsie Submitted 12/02/2016 Category HDT Physics Requires HDT PE 14.28, XPMSE Special Edition Compatible
  3. Not sure why, but my Looksmenu Sliders are refusing to work. All the requirements are met, and the sliders are visible in the game, but when I use the sliders to say, adjust boob size, nothing changes. Doesn't matter whether it's me as a female or NPC's. Doesn't matter whether it's CBBE sliders or Fusion Girl sliders. Nothing works.
  4. 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: HDT equipment v0.2 everyone breast fix HDT Equipment V0.2 for Everone with Belly and Collision 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 Submitter Groovtama Submitted 01/22/2014 Category HDT Physics 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
  5. Does anyone know of or is anyone making a replacer for the skeletons in More Nasty Critters / Sexlab? Having femurs jammed in their pelvises for boners is amusing but not exactly erotic... not sure what would be all things considered I'm just curious!
  6. Got a problem here where I crash after choosing a start, after that I have about 5 seconds before the game crashes and gives me this CrashFixPluginLog.txt message, I am using MO right now and and I should have everything it tells me is wrong, XPMS is downloaded and in the load order, and I am running FNIS at every opportunity as well when not in game so....help? ps. this is the first time I am using MO after using NMM and I have not played for about 2-3 years now so I wanted to start again.
  7. Greetings I'm an apprentice illustrator and concept of character and design. I'm looking for anyone who is planning to make a mod for Skyrim LE / SE, with the clothes of Etna and Laharl from Disgaea, to buy scenes within the Skyrim scene. I am not hiring services, I would just like to know if anyone is here with this idea in mind. I'm just a fan of the artist responsible for the Disgaea arts, Takehito Harada. All concepts are reserved by Nippon Ichi Software. And the 3d reference model in the photo from: https://www.deviantart.com/beanisbean
  8. the breasts on bhunp are not moving and modded clothes are invisible. ive run fnis with skeleton patch and bodyslide. no clue what to do. pls help. pointing out the obvious is appreciated. ive got a habit of overlooking it.
  9. Hi, Im struggling with animation in 3ds max, but I managed to make animation work in Blender when exported from Anton Animation tools Dummy file for female in Skyrim. What I want to make is to animate also creatures/animals. Can I do it with scripts provided by anton in blender? I successfuly imported static mesh in .OBJ into blender 2.78 and want to also import its converted skeleton through .TXT file which I made. I read its supposed to be done by the Script in text section in blender which I copied from the dummy file and renamed FilePath. Its just not working. Do I have to also somehow rename all bones ? Its humanoid creature (riekling) and bone names are pretty similar.
  10. Hi all, I'm trying to adjust the weapon positions for NPCs in Nifskope, because daggers are floating really far away from their bodies. I can use racemenu to edit the weapon positions for my character but not NPCs. I've located the nodes on the weapon pelvis and the changes take effect on my character but not NPCs. I know the skeleton I'm editing is the right one from the ALLGUD (All Geared Up Derivative) mod, because I tried deleting some nodes and the NPCs were naked and had arms extended with no head. I'm really at a loss as to why this isn't working. Any help solving this mystery is greatly appreciated! Load order: https://docs.google.com/spreadsheets/d/1hX8DKOxsLVAik7-wjPhETre-g28olElwYOOtzpShgmA/edit?usp=sharing
  11. Version 1.75V

    192,839 downloads

    Animated Beast's Cocks ABC - For users LE / SE BakaFactory's ABC HDT Patch !Warning! - Animal SOS is incompatible with this mod! Make sure you install only one between Animal SOS and ABC. - Werewolf SOS is incompatible with this mod! You should disable Werewolf's schlong in SOS MCM menu. Instead, go to Creature Framework and set MNC penis for Werewolf. (Solved) Description Think about it. Didn't you ever be bothered when you look at those dead dicks and thought 'It would be good to see them moving though.'? Surprisingly, there haven't been any attempts to make a significant change in creatures' rigging compared to humans'. It was so dissapointing and made me so discouraged to look at those stony and plastic-like penises that I couldn't help but make them come to alive! I wanted natural, realistic but also subtle and fundamentally improved animations for a long time. I searched up for an answer, and now... I think I find it.. I present you my moving fellas. Or should I put this term as 'Animated Beast's Cocks'? So What does it do? Will it make their dicks movable with this? That's correct but also not precisely. You cannot move their dicks only with this one. It's nothing like SOS. It's not gonna automatically move, detect and align their dicks like a highly advanced A.I. No! You should wait till the animators including me do their job, which means without editing animations, the dicks won't be moving. Don't worry. I already had them noticed. Just wait with patience. Important Notes for CTD - There will be CTD unless you disable Werewolf's SOS dick. ABC partially replaces MNC's meshes so you need to set MNC Werewolf to see his ABC. - Sometimes as soon as you see Lurkers, you get CTD. It's not your fault. If you bump into this matter, please leave a note here. Most likely, I accidently replaces the new one with the old le one. Requirement(LE) XPMSE HDT-PE with Collision Settings Any body mesh with physics(UUNP HDT, CBBE HDT) MNC LE - SLAL Creature animations and its requirements Fully Compatible Mods UUNP TBBP Vagina Body(It is also called CUUNP) BHUNP 3BBB CBBE 3BBB Requirement(SE) XPMSE Any body mesh with physics HDT-SMP with Collision Settings MNC SE - SLAL SE Creature animations and its requirements You can also see my progress here on my Patreon https://www.patreon.com/posts/22802542 If you're a modder and do know how to animate things, you should check this one out! My HDT xml setting is for UUNP users. If you are using COSIO, why don't you check it out? Special Thanks to MadMansGun for his wonderful job on MNC and texture works 9204 from Team TAL - https://www.patreon.com/takealook/overview for technical 3ds Max Rigging Support(HDT) - 제 꼬추 스승! Groovtama - XPMSE modder for technical advice Majormodder for remodeling rieklings 이하은(Ha-eun) for reshaping meshes. 이하은 NambuOne! [Deleted] No more thanks to this selfish traitor.
  12. View File dear users, new link i provide via email //bilbop9@gmail.com due to restrictions of this forum, i moved topic to another forum.... FREEDOM OF WORD! https://drive.google.com/folderview?id=0B40MzTfLTheNfnp1VFY2dUpRNUlJQlZGZG9nWUFrZHZSNDNHYWtGT1hCc2dNM0g2cWVUZXM&usp=sharing Submitter Guest Submitted 01/24/2014 Category WIP / Beta Requires SKSE, SkyUI for MCM, SEXLAB,FNIS Special Edition Compatible  
  13. Hello Modders! So i've made a custom race that's working save for one small issue, when i use the bodyslide sliders weird stuff happens. It looks like there are two body meshes overlapping. Also dual sheath redux is not working on my race, but all other races work fine. when i put a shield on the body glows for a second like a spell then stops. I assume its a skeleton issue, but ive tried everything. I copied the skeleton from xp32 folder to mine, redid the slider set files in outfit studio. i even deleted the paths in ck, saved/exited, then added them back (heard this solves a glitch in ck). Im going crazy! Tips anyone? See photo plz
  14. So hello again. its been a while. I have an interesting problem. i cant change my chars penises now because not compatible skeleton on them. Any solution?
  15. Hello, does the assaultron use the same skeleton as the human body? Can use already created animations for humans? Thanks
  16. Anyone see this before? Crouching in 1st Person and this object pops into view. Happened to me before and couldn't resolve it so stopped using CBBE. Played this character for a few dozen hours and this just started. On the other character it was a solid skin tone and was thinking it was like the back of the head or something, but this design looked familiar... Turn it upside down and distort and you can see that this object is basically my character's sternum. It's not there with most clothes, but some clothes (and obviously when she's naked) this shows up... So, the 1st person camera is like hovering juuust enough inside the her chest that is sees part of it when crouching. I found very little about this issue. One "fix" has you deleting a mysterious item with the console, but this doesn't resolve it. I cannot find any game/ini settings that I could use to maybe move the camera just a tiny bit forward. Tried guessing with "f1stPersonPosY=2" but that didn't do anything... Anyone have any ideas? Thank you kindly!
  17. I'm looking for the npc bulkier skeleton. I can't remember if it was part of a larger mod but it had the male and female skeletons altered fairly extensively. I do remember is was several year old and supported SOS and HDT... I used to use it for my Orcs, but that may not be the race it was origionally designed for... After spending an inordinate amount of time looking on my hard drives and searching the net, I've come to the conclusion that I either accidentally deleted it, or it is named so unusually that I'll never find it again without help...
  18. So I downloaded SOS addon for UNP but mcm says it does not have a compatible skeleton, I do have all the requirements and use unp bodyslide. I dont know what went wrong.
  19. View File This is a rescaled version of one of the skeletons that can be found at http://skyrim.nexusmods.com/mods/16712//? Basically, I went through the skeleton in nifskope along with the x117 skeleton, and changed all the scaling to match the x117 numbers. I ended up scaling the whole thing up a bit when I was finished, since it came out smaller than the original. This works perfectly fine with Children of the Sky, I dropped it in and my game hasn't crashed and I haven't found any clipping. It places the quiver on the hip, and theoretically should be compatible with ECE-CMS, although I can't figure out how to get that set up with a custom race. >_< But if someone wants to try, it should be as compatible as the normal XP32 skeleton with the Chesko modification is. Now with 100% less hovering! Also, there was what amounted to a second skeleton made out of data for arm dismemberment and disemboweling. I'm not sure why anyone would want to be disemboweled, but I adjusted that second skeleton to match. The hovering error in the first version was where I adjusted the scale and everything to match the dismemberment skeleton instead of the newly-resized main skeleton. Yay. Submitter Spicycat Submitted 05/28/2013 Category Modders Resources  
  20. Foreword Right, so it has been close to 3 years since Fallout 4 has been released. And since no one (Other than Vader666) has tried to Create/Implement an extended skeleton yet..... I have decided to pick up and get things going at least. Since there is no F4SE based physics plugin yet ( eg HDT ) we are going the animated physics route. But thats pretty much how early Skyrim worked. I'm not much of a Skinner/Rigger but I can get the job done. That being said I would like to get help some capable Skinning Specialists for the various body types. What am I working/testing on Currently Bones: Penis/with Balls Bones- Complete / Skinned (EVB as Base) Breast Bones - Complete / Skinned (Custom Body as Base) Butt Bones - Complete/ Skinned (Custom Body as Base) Tongue Bones - Complete / Skinned (Custom Tongue) Belly Bones - Complete (Custom Body as Base) Vagina/Anus Bones - Complete (Custom Body as Base) BodySlide Bodies Complete (Custom Body/EVB Male as Base) Wing Bones - Looking to Improve the existing bones by Vader / Skinning to a Mesh Pending () Tail Bones - Complete/ Skinning to a Mesh Pending (SCRAPPED due to Creation Kit Bone Limitation) Maybe in the future Animation Specific: Animation Rigs for Male/Female - Complete Animation Rigs For Animators (3D-Max) , with Automated Breast/Butt/Ball/Dick Physics - In Progress Editing the default Animations and adding new mocap animations (using MaikCG's Biped Rig) with Breast/Butt/Ball/Dick Bounce - in Progress Extended Creatures Planned Super Mutant - Complete Credits All this does take Time and effort so please be patient , Not to mention the testing and ironing out other Bugs. PREVIEWS More Details to Come....
  21. I apologize if the question is worded poorly or if I am posting in the wrong spot. I'm trying to verify if my understanding of these two files are correct: The skeleton is a bunch of connected nodes that is used for animations and for placing specifics parts of the body onto. The body is the general size, shape, and look of the model. Is there more to it than this? I am attempting to make a stuffing/inflation mod, so I'd like to greatly increase the max belly size without it looking janky, like it does when you go above 100% in bodyslide. What all would I need to modify to make this happen? Do I need to add more nodes to the skeleton, or is the existing belly node okay as is? Do I just need to edit the CBBE model files in a 3D modeling program to make the belly look how I want? Or both? This isn't related to my original question, but I'd also like to be able to programmatically control how big the belly is. Based on how Devourment works though, I don't know if that's possible. It looks like Devourment just equips an external belly "item" or something. Is the weight variable the only way to dynamically change the player model in-game? Sorry for the barrage of questions, any help or advice at all is appreciated. Thanks!
  22. As the title says I'm looking for idles that are better suited for a girl with bigger tits and hips. Also looking for a way to make the sword position go a bit more out so its not clipping into her hips. I'm guessing it has something to do with a skeleton node but I'm not sure which one or how to do it.
  23. I've recently installed Skyrim SE for the first time. I've never used SSE before, but I have played LE extensively with LoversLab mods, so I'm reasonably familiar with modding Skyrim. Before we start, here is my modlist and load order, copied from LOOT I've never used hdt-SMP before since that wasn't an option on LE. I read an article here
  24. Version 0.0.2

    984 downloads

    After fiddling around with Havok lately i started trying to create an "extended skeleton", so this is the most recent result. The Skeleton got some bones for Wings (WingL/WingR), a Tail(T_), and the "private areas" of male(P_) and female(V_). The bones can be animated and are not affected by ragdoll / physics. Current number of bones is 132 in total. special thanks to : Shade animator for the F4AK DexesTTP for HKXpack Groovtama for getting me on the right track
  25. Version 1.1

    3,105 downloads

    This is a rescaled version of one of the skeletons that can be found at http://skyrim.nexusmods.com/mods/16712//? Basically, I went through the skeleton in nifskope along with the x117 skeleton, and changed all the scaling to match the x117 numbers. I ended up scaling the whole thing up a bit when I was finished, since it came out smaller than the original. This works perfectly fine with Children of the Sky, I dropped it in and my game hasn't crashed and I haven't found any clipping. It places the quiver on the hip, and theoretically should be compatible with ECE-CMS, although I can't figure out how to get that set up with a custom race. >_< But if someone wants to try, it should be as compatible as the normal XP32 skeleton with the Chesko modification is. Now with 100% less hovering! Also, there was what amounted to a second skeleton made out of data for arm dismemberment and disemboweling. I'm not sure why anyone would want to be disemboweled, but I adjusted that second skeleton to match. The hovering error in the first version was where I adjusted the scale and everything to match the dismemberment skeleton instead of the newly-resized main skeleton. Yay.
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