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Cerinian and Katia Extended Skeleton View File This is a modified Skeleton created using XPMSSE Skeleton assets. I modified the Skeleton of these races to work with the CBBE 3BA (3BBB) body, it also works with the BHUNP 3BBB body, that means when the character crouches the vagina and the legs meshes will work (they also work for NSFW scenes). I been testing the Skeleton and haven't run into any problems (crashes), if you find any i will try to fix them. I did this because the XPMSSE Skeleton has some issues with the head bones of these races. Cerinian Race: https://www.nexusmods.com/skyrimspecialedition/mods/22691 Katia Race: https://www.nexusmods.com/skyrimspecialedition/mods/22729 Prequel Katia Race: https://www.nexusmods.com/skyrimspecialedition/mods/43631 Groovtama gave me permission to use his skeleton to fix them. I have tested the skeleton on oldrim and it works. IMPORTANT NOTE: If you want these Races to have pink nipples and areolas, you need to download these mods and their requirements: I left a preset to install just paste the .jslot in your Data\SKSE\Plugins\CharGen\Presets folder and then load it with showracemenu in the Preset tab. Unfortunately the preset doesn't load all the parts correctly, just correct the hair, eye color and the eye shadow and you're good to go. I believe you won't need my textures edits anymore because of the mods above. Still, they would be here for download. cerinian cbbe nude textures no vagina.rar cerinian cbbe nude textures attempt with vagina.rar That_Maggot_Cerinian_Race_Preset.jslot Last thing, this is the bodyslide preset that I used, made by FreeShrugsGuy SoS support for Cerinian race here here: https://www.loverslab.com/topic/165555-cerinian-and-katia-extended-skeleton/?do=findComment&comment=3642482 Prequel Katia Race Support for Playable, Follower and nude textures here: Submitter That_Maggot Submitted 03/30/2021 Category Adult Mods Requires Cerinian Race SE, Katia Race SE and Prequel Katia Regular Edition Compatible Yes
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Animated Beast's Cocks(ABC) For users LE / SE
factoryclose posted a topic in HDT Physics - Downloads
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! The mod is fully compatible with ASOS, SOS, MNC. However it doesn't mean you could use all the variations from all these mods while using ABC. You have to choose one model from each race via CF(Creature Framework) 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. 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 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? Load Order Do not let other mods overwrite the mod. The mod is currently being updated considering other mods. You don't have to worry about conflicts. Special Thanks to MadMansGun for his wonderful job on MNC and texture works 9204 from Team TAL 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! Submitter factoryclose Submitted 11/20/2018 Category HDT Physics Requires Special Edition Compatible Yes -
(CaN) Crimes against Nature and (CaS) Crimes against Skyrim Extended Skeletons View File This is a modified Skeleton for (CaN) Crimes against Nature and (CaS) Crimes against Skyrim mod races. https://www.nexusmods.com/skyrimspecialedition/mods/12315 https://www.nexusmods.com/skyrimspecialedition/mods/3441 They are now compatible with the 3BBB bodies (CBBE 3BA and BHUNP). Requested by ATIMKOS Submitter That_Maggot Submitted 01/15/2022 Category Adult Mods Requires (CaN) Crimes against Nature and (CaS) - Crimes against Skyrim Regular Edition Compatible Yes
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I am trying to export the Odin Valhalla Rising Rogue-Asgard armor to Skyrim CBBE with the blender files from Knightmare-Giga. I've managed to succesfully do the main armor in outfit studio, but when it comes to exporting the cloak to support HDT I'm a bit confused on the steps I have to take. From what I can read from tutorials, you need to build the skeleton manually in outfit studio then manually weight paint and then do some XML to define the HDT. However the blender file already comes with a nice skeleton that's already weight painted, so I would like to use that for the cloak and then somehow attach the spine to the cbbe skeleton. I'm using the PlyNif to export the cloak into a nif, but when I look at the skeleton in outfit studio the bones are all the correct position and still weight painted, but they've lost their parents and are all attached to a single root, and when I try to manually set the parents their position turns crazy. I suspect that's because the positioning they have is relative to the root bone, but calculating the actual positions from there would be a pain. So is there a way to export the cloak or the skeleton in the correct state from blender into Skyrim? Or do I need to manually redefine all the bones from scratch? Another bonus question I would ask is that since the "base" armor is esentially just a body with a marble like texture applied to it, is there a way to automatically fit it to the CBBE body rather than using brushes in outfit studio? The proportions, especially between the breast and butt don't quite match the cbbe shape so I need to do some pretty heavy editing to the vertex which often results in some bad shapes once I apply sliders that causes I have to restart. Right now I've resorted to more or less keeping the original shape the same and just making sure the neck and hands fit, but a tighter fit for correct bodyslide presets would be ideal. I'm pretty new to 3D modelling and modding, this is my first time trying to do this so I'm probably missing something.
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Can someone please help? I'm having issues with Unethical Deeds Mod. When the animation begins the actors stand idle, my character remains seated with bound hands impression. The closer the characters get to busting a big red square with a "!" in the middle appear. What is missing ?
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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: 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
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NiOPA Hotkeys and Skeletons View File *This description is copy-pasted from my Patreon, the files are downloadable from there as it's mostly my new center of modding activities. Thought it was a good idea to make a window to the mod here too since it's some things that some people might find useful. I come bearing gifts. As this is quickly becoming halloween season, nothing more apropriate than posting skeletons. This is 2 mods in 1 post actually. For those who dont know, NiOPA (NiOverride Pose Adjustments) is a screenshot utility mod that allows repositiong of selective bones on a character, helping to make some posing issues in screenshooting go away by allowing pose adjustments, and allowing a new world of possibilities when posing. These mods are designed to work with it, and ultimately improve the quaility you can achieve with screenshooting. __________________________________________________________ The first, I called "NiOPA Hotkeys". What this thing does, is add an MCM menu to NiOPA that allows you to change its hotkeys in game. The original NiOPA came with a json file where you were supposed to be able to edit the control hotkeys, by looking at the keycode numbers page and editing it as a text file. As annoying as this already was, it never worked for me and every time I tried, it just broke the mod irreversivebly and I was forced to use the hotkeys as they came. Well, not anymore since I've tested this thing and it seems to be working perfectly. It does require, however, the original NiOPA which I believe can be found Here for LE and Here for SSE A good idea would be to merge the edits on my plugin into overwriting the quest form at the original NiOPA plugin to save some plugin slots, but I preferred not to do it myself on release and list NiOPA versions as a separate requirement instead. TESXEdit is an excellent tool and can complete the merge in a few clicks and a single drag and drop procedure. _____________________________________________ The second mod is Better Joint Ratios Skeleton for NiOPA - LE Version. I've been using the Better Female Ratios Skeleton for LE for ages. What this mod does is improve the shape of body joints by editing a few scaling values on the skeleton's bones. It is fully upgraded and compatible with XPMSE Skeleton, but the problem is it was not compatible with NiOPA skeleton so both mods couldn't be used together. But then I found out someone made an SSE Skeleton that does in fact combine both, so I ported it back, and tried on my end and looks like it works. I've also patched it to be ready to use with All Geared Up Derivative (AllGUD) so it comes ready to just install and use. PS: I've noticed some people seems mistrusted of the screenshots on the skeleton's respective pages, but I can testify that the changes do look better, at least for me as I've used them in all my characters for a few years already, and my screenshooting work should be proof of it. Once again, thank you all my awesome and wonderful Patrons, both old ones and new, it is thanks to your support that I'm enouraged to keep making things, and I hope this might come in handy for a lot of people. Downloads available for free at Patreon Submitter Myst42 Submitted 10/14/2021 Category Other Requires NiOPA, SKSE, PapyrusUtil, UIExtensions Special Edition Compatible Yes
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Hello! Does anyone have XP32 Maximum Skeleton Extended (XPMSE) 4.71? I'm having problems with the new version and the author did not leave the old files available.
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Greetings fellow degenerates and thanks for reading this. For the past couple of weeks I've been putting together my Ultimate HornyRim Build and everything's been going swimmingly so far just compounding mods with each other with vanilla\basic installs and keeping the load order in well... order. I hit my first issue the other day trying to get the Custom Races from Crimes Against Nature configured to run with 3BBB. All looked good to start with but then upon entering certain positions the NPC's got the old 'floating boob' issue we've all seen mentioned about a thousand times. So that's all fine, normal NPC's still work great it's only these custom races with problems, I snouted around and found the official guide to making patches for custom races [https://drive.google.com/file/d/1SrwL4L61o__nrqCNKXsg1vB1ceibEKzc/view]and it looked clear enough that I thought I'd be able to follow it, all went swell until I hit the skeleton alterations. I've got the example skeleton I need to pull the info out of but when I went into this custom skeleton in nifskope and tried to burrow down to the nodes listed in the guide: "Click the small triangle on the left to open it until you see the CME PreBreast. NPC->NPC Root->NPC COM->CME Body->CME UBody->NPC Spine->CME Spine->NPC Spine1- >CME Spine1->NPC Spine2->CME Spine2->Breast->CME PreBreastRoot->NPC PreBreast->CME PreBreast" I can get as far as NPC SPINE2, but there are no further nodes under it. So I thought to myself 'Oh, maybe this just isn't using the right skeleton type?' so I checked the basic female skeleton I'm running in "Data\meshes\actors\character\character assets female\skeletonbeast_female.nif" and I had a drill down in that and and it is similarly lacking any further nodes under the NPC SPINE2, which has now left me perplexed; I know for a fact the game is using this Skeleton and everything works fine BUT it seems to be missing all the nodes the 3BBB guide indicates it needs to make it work? I've gotten myself a bit confused and have thoroughly checked around for anything else that might be acting as a skeleton replacer but there's nothing. Copying the basic skeletonbeast_female.nif and renaming it DEFINITELY does fix the floating breast issue the skeletonpony_female.nif is causing but it also causes neck distention issues due to the custom rigging present on it for big heads. So I'm really just confused as to what could be causing the issue, screenshot shows a side-by-side of the two open in nifskope and I really can't see any difference. Would there maybe be some way to export just the neck & up rigging and merging it with the basic XPMSE Skeletonbeast_female.nif to get the best of both worlds?
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https://www.nexusmods.com/skyrimspecialedition/mods/43631/?tab=description&jump_to_comment=91203503 this mod uses a custom skeleton. Not the basic XP32 Maximum Skeleton Special Extended. I have tried to replace the custom skeleton with the XP32 skeleton but it would just dislocate the neck... In other words, it will not work with physic enabled bodies or anything relying on the more complex XP32 skeleton without having this issue. I understand there is no way to merge two separate custom skeletons together. Using custom skeletons is ill advised in skyrim modding but it happened. My question is... what can I do? can I convert the race to use the XP32 skeleton and how would I go about doing that? This is beyond my feeble modding knowledge. (P.S. it appears to be a fairly old mod.)
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hi! I'm trying to import Skyrim skeleton.nif file to blender 2.9 I used a nif file downloaded from nexus "Skyrim skeleton kit" and the one in body slide but I only get dummies instead of bones normally i have no problem importing meshes.nif in blender and in 3ds if I exporter the skeleton file as nif it gives me unlinked bones in blender , can some one help me with it
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Elzee's Supermutant Ragdoll Fix View File I tried to fix the ragdoll problem through animation records. Then I seemed to succeed. Please test it further. (The esp will not take up load limit.) If you want to support me My patreon Submitter elzee Submitted 07/01/2022 Category Other Requires
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Broken Fox Skeleton
KronosTheSkunkButt posted a topic in Technical Support - Skyrim: Special Edition
Had this issue for a while now, My fox and snow fox Skeletons are broken in a way that the MNC penis angles out sideways. No idea how to fix this and SSEEdit is no help. Relevant MO2 Priority is; Bad Dog Hoodies for SOS - 105 SOS - 106 SLAL_SE - 144 Horny Creatures of Skyrim - 145 MNC - 147 Animated Beasts Cocks - 148 MNC-ABC-FluffyworksPatchv0.2 - 149 XPMSSE - 255 -
View File Claudia Melusina?⚰️ Check out the dead whore witch!? Claudia Melusina Check out the dead whore witch! She has a devilish stink of her rotten teeth, gums ... but she loves to do deep blowjobs! Also stick your dick down her throat so that the dick would come out through her ribs, she has a lot of holes ... from which the "juice" pours out She is constantly wet, slimy and cold. Her cadaveric fluid will lubricate everything! _______________________ + And do not forget to connect to the topic let's talk about gay stuff by?❤️?? deejayz et's talk about gay stuff in this thread, you can completely become yourself, share your interests, not only about sex, , but also about pop culture, creativity, Discuss RuPaul's Drag Race, Games for gays, gay websites, hot videos on xvideos or pornhub, hot profiles on Twitter, post some links, pictures of hot guys or your selfies! The topic is all our own, and we will be glad to see new members in our topic ! ENJOY Submitter CREAMPIE PIE Submitted 11/04/2021 Category The Sims 4 - Sims Requires
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This resourcepack changes the look of Wither Skeleton in Minecraft to lewd one. Download: Wither Skeleton Girl by lonom0.zip I'm a beginner modeller so I get some experience by creating small RPs for Minecraft, I would love to see criticism or advices. I modell in Blockbench [https://www.blockbench.net], my resourcepacks are completly free to download and use, it takes a lot of time and energy to create RPs so I appreciate likes and follows to motivate me do even more shit ❤️ ❤️ Thanks for reading, hope you enjoy the RP, have a great day!!<33
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I'm messing around with AAF, and wanted to see if I can get ti to work with Playable Deathclaw, since I'm quite fond of how surprisingly sweet some of the deahtclaw animations are. I did manage to patch the Playable Deathclaw mod so that the right anatomy is attained. I also tried making a file called Theme_Animations_raceData_PlayableDeathclaw.xml in which I had set defaults source="Playable Deathclaw.esp", and a bunch of entrie assuring that the deathclaw races all got registered with the deathclaw skeleton. Then I throw in an overriding version of Theme_SexVanilla_themeData.xml where I include instruction to use the new Theme_Animations_raceData_PlayableDeathclaw.xml file. This was all done the same way in which I had previously had success patching in Goris, a modded deathclaw follower based on a character from Fallout 2, except this time it did not work. Is there some magic trick I can pull to make the player character register as anything other than a human? Or is that somehow a hard-coded part of the AAF mod that the player will always be recognized as human? Is there no reason why what I describe shouldn't work, and I've probably just screwed it up? Is there a problem with referencing a .esp file with regular spaces in the name (instead of "_" underscores) in the Theme_Animations_raceData xml file? Have my learning-disabled ass missed reading some very, very obvious instruction somewhere that everyone is expected to have seen that would solve this issue? I look forward to finding out what flavor of dumbass I am.
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This resourcepack changes the look of Skeleton in Minecraft to a lewd one. IMPORTANT!! OPTIFINE IS REQUIRED, IT WONT WORK WITHOUT OPTIFINE!!!! Download: skelegirl.zip Download the complete pack of default mobs: default mobs pack.zip I'm a beginner modeller so I get some experience by creating small RPs for Minecraft, I would love to see criticism or advices. I modell in Blockbench [https://www.blockbench.net], my resourcepacks are completly free to download and use, it takes a lot of time and energy to create RPs so I appreciate likes and follows to motivate me do even more shit ❤️ ❤️ Thanks for reading, hope you enjoy the RP, have a great day!!<33 lonom0
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I've recent done a fresh reinstall of skyrim LE and its Beast slal packs and I'm having issues when it comes to feature alignments on certain animals. Whilst creatures such as dogs, trolls, horses and gargoyles all work fine and work correctly with ABC, Bears have the issue where an erect mesh stays in one place (along with the tounge a bit higher up). The same also happens to sabre cats, though without the tounge. I would upload a picture but it doesn't seem to let me when I try. As well as this, for some reason despite having rabbit and deer animations, whenever I try to use the matchmaker spells on them, I am told the spell fizzles out, which normally only happens when I dont have an animation for a creature. I've tried reinstalling mods such as Morenastycreatures and XP32 skeleton (idk i thought the issue was skeleton related) and have tried reinstalling creature framework both inside and outside of skyrim, but there's been no change. The only thing i can think of is from Anubs slal pack 05.22 FOMOD installer, as this included a section called "new MNC erect meshes", in which was a bear mesh that I ticked along with the sabre cat one (the flacid horse option caused issues for me in my last installation of skyrim), but i also ticked the one for the wolf as well and that works perfectly fine. I've also since tried reinstalling the anubs pack without these options ticked but there's no change. I've checked in creature framework and the bears mesh is set to the one for MNC, but i feel like I am missing a mod or a tickbox or something. If anyone has any ideas please let me know (also im sorry if this has been asked a lot in the past, i didn't know what to look for on the forums)
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So, recently I installed SOS again and I'm having an issue with the skeleton that comes with it. I noticed that after I installed it, the npc's hitbox is way off when they are using something like tanning rack or chopping wood. I try to walk near them and I get blocked, like the game is registering their bodies are there. Even their names appear and you can press "E". Any ideas of why is this happening? I used this mod before, months ago, and I don't remember having this issue. I am not using any other skeleton like XPMSE. Thanks.
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And so I come before you all here in the hopes of finding a solution that I've had no luck in fixing myself. Namely: Digitigrade legs for the two beast races. Now, I have made some significant progress, in that I got a body working together with an up-to-date skeleton that supports HDT and SOS and so on. On top of which I have successfully managed to layer an excellent mesh that even replaces all the vanilla boots and shoes in the game... But for some god-forsaken reason, the mesh-replacer refuses to replace the bare feet mesh. Like... Look at this. Splendidly working excellently with a pair of boots. Slight sink into the floor aside, it is almost perfect. But then I take the boots off and shwoop it's right on back to the vanilla foot meshes. Which look absolutely horrid, I might add. For technical details... The skeleton in use is from our very own Yiffy Age of Skyrim, whilst the digitgrade meshes themselves are taken from Digitigrade Beast Races. Anyone got any idea what might be causing this? Or how one might go about fixing it? This is the final piece of the puzzle for me to finally be done with all the mods for bodies I've got together.
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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.
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ZaZ Extended Skeleton [ZeX] Official Release View File Foreword 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..... So It begins.. with the Official Release of the Extended Skeleton. 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 AKA TBBP Support & Donations I usually don't ask for support , but this time I could really use some help. If you liked my free content, and ever wanted to support me. I trying to get some upgrades to my rig And also trying to Start my own project in Unity3D. If possible please consider supporting me . (More Detailed Description Second Post) Credits Bones Added/Extended Penis/with Balls Bones Breast Bones Butt Bones Tongue Bones Belly Bones Vagina / Anus Bones Installation Install by using a mod manager or dragging the contents to your FO4 Data Folder Download Section 1. ZEX-ExtendedSkeleton - Skeleton Files 2. ZEX-TestPlugin - AAF Plugin for Some Animations, Use ZeX Compatible Bodies to Test. (See Fifth Post) Discord https://discord.gg/xtVAfzB Previews More Previews in the Development thread Cheers and Thank You Submitter ZaZ Submitted 12/30/2018 Category Animation Requires
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Does anyone know if a mod has been made that armors or clothes the vanilla game non-animated skeletons? I've had Armored Skeletons since late 2012 when it first came out and it's great for what it does. Clothing animated skeletons, but it doesn't touch the pre-placed vanilla non-animated skeletons at all, which look a bit odd just lying there with no clothes or armor.