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XMPSE Racemenu Scaling and Followers


Myst42

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Posted

Is it possible to apply XPMSE bone scaling morphs done via in-game racemenu to a follower or NPC in general?

 

I know bodyslide morphs can, because Bodyslide comes with a system to apply morphs, but XPMSE bone scaling is different.

Back in the day, when ther was no Bodyslide morphs, one could simply say... scale the breast bones to be bigger and that would apply an effect. It still can be done, but I've no idea if this can also be copied to a follower.

 

I guess one can always manually scale the bones of a custom skeleton, but I figure getting the desired values is probably a nightmare given that racemenu scaling is done via mod and manual has to be done using nifskope.

Posted
28 minutes ago, Myst42 said:

Is it possible to apply XPMSE bone scaling morphs done via in-game racemenu to a follower or NPC in general?

 

I know bodyslide morphs can, because Bodyslide comes with a system to apply morphs, but XPMSE bone scaling is different.

Back in the day, when ther was no Bodyslide morphs, one could simply say... scale the breast bones to be bigger and that would apply an effect. It still can be done, but I've no idea if this can also be copied to a follower.

 

I guess one can always manually scale the bones of a custom skeleton, but I figure getting the desired values is probably a nightmare given that racemenu scaling is done via mod and manual has to be done using nifskope.

It is possible that the mod "The Manipulator" can do this.  It has limited Racemenu functions for NPCs.  Pretty sure node scaling is among the options.

Posted
32 minutes ago, Seijin8 said:

It is possible that the mod "The Manipulator" can do this.  It has limited Racemenu functions for NPCs.  Pretty sure node scaling is among the options.

Just came from there. It does indeed work, but the values dont quite match what one does on PC chargen. Or at least mine don't.

Either way, The goal was to make it part of NPC definitions, that mod looks good, but still has to be "used" to get the desired result.

 

Also just noticed scaling skeleton bones manually on nifskpe is indeed a nightmare. in game sliders can reach IE negative values and putting those in scaling via nifskope, results in atrocities such as downwards looking torso.

Posted

So, I made a script system...

It's 2 scripts, one for quest and one for activemagiceffect, the idea is to basically call specific node scalings by name and value. It requires XMPSE scripts and its RaceMenu plugin.

Preliminary tests say it works, though I still havent tested it on long terms.

 

The bad news, is I can't get the forearm tree nodes to behave as they do for the player.

I have no idea why but this happens if I use the Manipulator too.

Thing is I made some forearm length and size editions to my character, also made hands smaller. It looks good on PC, but if I try to apply the same on an NPC version, arms look deformed and almost sphaguetti like, not to mention hands are a lot bigger than they should be.

At first I thought it was because I was using this mod to have better skeletons, but I dont think the skeleton is the culprit since it's just a nif file that should behave identically on any character in game.

 

I dont know what else to do. Already asked on XPMSE page, but no idea if I'll get an answer.

 

I find it a bit unbelievable that in all these years of modding and literally thousands upon thousands of follower mods, no one has ever tried to apply skeleton node scaling to their characters.

 

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