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Collygon's Poser SSE


Collygon's Poser


Collygon's Poser contains a series of poses and animations designed for the Skyrim Storyteller, but not limited to them. Use them in any way you would like!

Includes:
    1. 45 Animations
    2. 360 Poses
    3. Unique Objects
        a. Wooden Dice
        b. Empty Potion Glasses(Lesser, Greater, and Extreme)
        d. Droppable Blood Effect Tiles

 

Requirements:
    1. Skyrim (Duh)
    2. FNIS (https://www.nexusmods.com/skyrimspecialedition/mods/3038/)

 

Installation:
    1. Unzip and drop into your Skyrim Data folder or use a mod manager of your choice.
    2. Run FNIS for Users.
        a. If you're using Nexus MM or a manual install, this tool will be located in Skyrim/Data/tools/GenerateFNIS_for_Users
        b. If you are using Mod Organiser, make sure you run Generate FNIS for Users from the MO tools menu.
    3. Go in game, pose your character, and shoot away!

 

Updating:
    1. Uninstall your previous version of Collygon's Poser and then follow the installation steps above.    
    
Uninstalling:
    1. Deactivate the .esp in the mod manager of your choice. If you are running a manual installation, remove all the files from my mod out of your data folder.
        a. FOR MANUAL USERS! DO NOT, I repeat, DO NOT delete the files in "scripts" and "source" if you ARE using other pose mods in your game. Simply delete all
           OTHER files besides the ones inside "scripts" and "source".
    2. Rerun "FNIS for Users" and you are good to go!       
    
Compatibility:
    Should be compatible with anything and everything.
    
FAQ:
    Q: How do I pose my character or an NPC?
    A: When you load the game, rings called "zz Colly's ___" will show up in your inventory. One selects the pose, the other
       makes the PC perform the selected idle. To pose an NPC, use the same selection ring, but use the power inside your magic menu
       and use it on the chosen NPC.
       
    Q: How do I "unpose" my character or NPC?
    A: Easy! Simply use the ring on your character again to return and exit the pose, jump, or just use the power again on the posed NPC to return them to normal as well.    
    
    Q: All my characters are stuck in T poses? What gives, yo?
    A: Did you run FNIS for users?
    
    Q: There is a TON of clipping in your poses! My girl's gigantic ___________ are cutting right through the arms/legs!
    A: I personally use UNP, so all of my poses were tested with that body in mind. If you want them aligned perfectly, you will have to use the same body.
       Otherwise, you will have to use NiOverride Pose Adjustments (http://sesamin.tumblr.com/post/161312728101/nioverride-pose-adjustments-ver-01) to position the body as
       best you can. Keep in mind that it will not look perfect, but it is the best you got. Furthermore, though I have not personally tested this, this mod probably
       will NOT work with my animations. Feel free to try it out, but it will either make the animations look really fucked up or it won't affect them at all and rather
       Pose Adjustments won't work. Use at your own risk.        
    
    Q: Why aren't your paired poses aligned correctly?
    A: As stated above, I use UNP, so paired poses are designed around that. Clipping and proper alignment will work as long as you
       use the same body (90% of the time). However, other factors could come into play. For example, Skyrim's races have varying heights and sizes. This
       will cause problems if the two characters you are using are different races. The most extreme case would be a High Elf to a Breton. Because their
       heights are so different, the paired pose probably won't align perfectly. My recommendation would be to be creative with camera angles and use \tc
       (a command in the console. Open it with the ~ key) to control the NPC and tcl (another console command) to disable clipping, allowing the characters
       to move into one another freely.
    
    Q: Why do the armpits look so stupid?
    A: Skyrim's armpit meshes suck. Poses that extend the arms a lot tend to stretch out the mesh and make it look funny; nothing I can do about it.
    
    Q: My weapon/shield moved when I used a pose! Is that normal?
    A: Yes, some poses feature alternate weapon/shield/magic node placements. These node placements were tested with the following
       vanilla items: Imperial Shield, Steel Sword, and Ebony Blade.
       Other Specific Tested Poses:
           Colly's Poser 1, Pose #18: Tested and designed around petting a vanilla wolf below the scruff of the neck and over the back. Confirmed to fit smoothly with "True Wolves of Skyrim"
           Colly's Poser 1, Pose #28-#31: Tested using the vanilla Staff of Magnus. Doubtful that other staffs will yield noticeably different results, but just in case, I am telling you here.
           Colly's Poser 1, Pose #53: Tested using SOS light. Any other pen!s meshes/sizes will most likely result in clipping with the magic node.  
           Colly's Poser 1, Pose #70: Designed for use with a helmet; was specifically tested with the Imperial Light Helm.
           Colly's Poser 2, Pose #27-#36: Tested with the vanilla alteration staff design; should function identically with all other staves.
           Colly's Poser 2, Pose #75: Tested with the vanilla steel sword; other swords may not align the same way.
           Colly's Poser 3, Pose #34, #35, and #38: Designed to be used with warhammers. Will not properly align with greatswords.
           Colly's Poser 3, Pose #81: Designed to be used with a greatsword equipped.
           Colly's Poser 4, Pose #37-45: These poses are designed to fit the vanilla horse model. Clips with certain saddles.
           Colly's Poser 4, Pose #46-47: These poses are aligned to fit the character onto the mast of the vanilla skyrim ship, such as the Dainty Sload.
           Colly's Poser 5, Crossbow Poses: The crossbow bolt will not align with the crossbow. This is because of how Skyrim weights the bolt and the crossbow. I recommend using Jaxonz to position the bolt in the correct spot if you need it.
          Colly's Poser 5, Archery Poses: Similar to the crossbow poses, the arrow will not be inn the bow, nor will the string be drawn.
       
    Q: Oh, so the above is intentional. Then why is my shield/weapon/spell not aligned properly?
    A: As stated above, I tested these poses with the Imperial Shield, Steel Sword, and Ebony Blade. Other items may not align the same way,
       especially ones from other mods. If you still want the weapon placed correctly, do so manually with Jaxonz Positioner.
       http://www.nexusmods.com/skyrim/mods/52583/? A fantastic mod, especially for screenarchery. All credit to Jaxon.
       
    Q: I want to take a screenshot of an animation, but the character keeps moving! How do I pause the animation?
    A: You cannot directly "pause" the animation, however you can turn off an NPC's AI processing in the console. Don't worry, this is absolutely safe. Open the console with ~
              (it should be just below the Esc key). Then select the NPC with your mouse and type "tai" (no quotations). To freeze your player character, just open the console at the
       point you want the animation at and enter free fly cam with "tfc 1" (again, no quotations)(This can also be used to freeze an NPC). To unfreeze you either exit free fly cam
       with "tfc 0" or reenable AI processing by typing "tai" again.

 

    Q: How do I get the custom items?
    A: Collygon's Poser currently has the following extra items:
        Empty Potions (Help "Empty Potions")
            Note: I made empty potion variants for the health and magicka potion meshes (lesser, greater, and extreme). In addition to the new textures and transparency,
                  each potion also has an "uncapped" variant. This is simply the same empty potion NIF, but without the cap in the lid. Use it however you like!
        Wooden Dice (Help "Wooden Dice")
        Blood Tiles (Help "CP5-Blood Tile")
        
        To get these items in game, type what you see above (what is in the parentheses) into the console them add them to your inventory with: player.additem xxxxxxx #,
        where xxxxxxx represents the displayed ID and # is the desired amount of them you want added to your inventory.
       
    Q: Are there any reference shots that I can use while in game?
    A: Yes! You can find them inside the Data folder in a file titled: "Collygon's Poser Reference shots"
    

Credits and Thanks:
    Bethesda for Skyrim
    Blender for the fantastic program
    Animation Tools N3. This mod wouldn't exist without it. (http://www.nexusmods.com/skyrim/mods/34671/?)
    Blazingsai; Helped with early beta testing. (http://blazingsai.tumblr.com/)
    KaosWulf; Actually sat down with me for over an hour to help me decipher why the rings were not working. Huge thanks. (http://kaos-wulf.tumblr.com/)
    YuiH; Offered a lot of advice and resources when I was first learning Blender. (https://www.flickr.com/photos/145710284@N04)
    Tex; Helped with beta testing. (http://texnsfw.tumblr.com/)
    ther1pper; Actually gave me a lot of ideas for poses, whether intentionally or not, and helped with beta testing. (http://ther1pper.tumblr.com/)
    Alter Native; Was very helpful in the late stages of beta testing. (http://www.loverslab.com/blog/659-of-blood-and-pleasure/)
    Tirloque; Helped with beta testing. (http://www.loverslab.com/blog/526-chronicles-of-mereth/)

    Tinaa Slobodnik; Beta testing (https://twitter.com/tinaask24)

    Devianna; Special Edition Testing (https://www.loverslab.com/blogs/blog/1120-skyrims-misadventures/)

    Daymarr; Previous SSE conversions, before I learned to do them myself.
    Everyone who reads my stories; Thanks for all the support! I have learned so much since I first started in October 2016, I couldn't have made it without you guys.


  • Submitter
  • Submitted
    02/21/2021
  • Category
  • Requires
    FNIS
  • Regular Edition Compatible
    No

 

Link to comment
  • 6 months later...
4 hours ago, YojimboRatchet said:

Can the poses be customizable at all ? I mean, if i don't like some of the poses, and want to replace them with other poses I like, is this possible to do ? if so, how would / could this be done ?

You can always replace the HKX files with another pose. They're in meshes/actors/character/animations/CollyPoser. Just overwrite them. Though I'm not sure why you would. You are able to use multiple pose mods. But yeah, just replace the HKX files of your choice with the pose you want! Easy :)

Link to comment
9 hours ago, Collygon said:

You can always replace the HKX files with another pose. They're in meshes/actors/character/animations/CollyPoser. Just overwrite them. Though I'm not sure why you would. You are able to use multiple pose mods. But yeah, just replace the HKX files of your choice with the pose you want! Easy :)

 

Perfect. As long as I keep the same naming system, I assume, correct ?

 

Also, How do I stop the pose and return to normal ? I don't see any options in the ring menus for this.

 

Also, not sure if anyone has ever reported this or not, but The Hogtie pose, caused a CTD for me. I have tested over 3 dozen poses so far. and this is the only one i had issues with.

 

Here is the Netscript log in case it helps.

 

Crash_2021_9_16_20-17-36.txt

Link to comment
6 hours ago, YojimboRatchet said:

 

Perfect. As long as I keep the same naming system, I assume, correct ?

 

Also, How do I stop the pose and return to normal ? I don't see any options in the ring menus for this.

 

Also, not sure if anyone has ever reported this or not, but The Hogtie pose, caused a CTD for me. I have tested over 3 dozen poses so far. and this is the only one i had issues with.

 

Here is the Netscript log in case it helps.

 

Crash_2021_9_16_20-17-36.txt 45.87 kB · 0 downloads

Yes, you must keep the exact same naming convention. To return to normal, all you have to do is jump or use the ring again. If it is on an NPC, use the power that was used to pose them again or use \tc in the  console and jump with them.

 

I assume you are talking about Poser 2 #55? I don't know why you are encountering a crash. It doesn't result in a crash on my end or any of my other testers. Maybe the file is missing? Did you try replacing that one? Try redownloading. I have no idea what is causing the crash, unfortunately.

Link to comment
5 minutes ago, Collygon said:

Yes, you must keep the exact same naming convention. To return to normal, all you have to do is jump or use the ring again. If it is on an NPC, use the power that was used to pose them again or use \tc in the  console and jump with them.

 

I assume you are talking about Poser 2 #55? I don't know why you are encountering a crash. It doesn't result in a crash on my end or any of my other testers. Maybe the file is missing? Did you try replacing that one? Try redownloading. I have no idea what is causing the crash, unfortunately.

 

Using the ring again didn't change anything, unfortunately. But I will try jumping as it's much easier than opening the MCM of another mod and using a debug's "reset idle" command lol

 

I'll try redownloading the mod again and reinstalling it. Did the Netscript log give any hints as to why or what happened ?

 

Also one more question. I looked inside the mod, but i cannot find where to change the description in the ring menus, for example, if I added an animation at a certain position, where can I change what appears in the ring's menu to find the animation i added. I think you hard code them into the esm file, but is there a json file or something that it reads which can be edited ?

Link to comment
46 minutes ago, YojimboRatchet said:

 

Using the ring again didn't change anything, unfortunately. But I will try jumping as it's much easier than opening the MCM of another mod and using a debug's "reset idle" command lol

 

I'll try redownloading the mod again and reinstalling it. Did the Netscript log give any hints as to why or what happened ?

 

Also one more question. I looked inside the mod, but i cannot find where to change the description in the ring menus, for example, if I added an animation at a certain position, where can I change what appears in the ring's menu to find the animation i added. I think you hard code them into the esm file, but is there a json file or something that it reads which can be edited ?

I can't see much about the log. All it did was confirm that it was from ring #2.

 

The text is hard coded in the .esp, yes. That is how all ring mods work. The only way to change it is to load the esp and change the text in the creation kit.

Link to comment
1 hour ago, Collygon said:

I can't see much about the log. All it did was confirm that it was from ring #2.

 

The text is hard coded in the .esp, yes. That is how all ring mods work. The only way to change it is to load the esp and change the text in the creation kit.

 

OK thanks. It's a shame it's hard coded and cannot be somehow adjusted with a Json file or something. I'll figure it out eventually though. thanks. This is probably the easiest and smoothest pose mod I have tested in the last week (out of like 20+ pose mods). So a definite thank you for making finding poser mods less of a headache now lol

 

EDIT: BTW, After finding this mod of yours, I did check out some of your other mods, and I am telling you, the Staw Hat mod is amazing. Best hat mod out there by far :)

Edited by YojimboRatchet
adding extra comment
Link to comment
33 minutes ago, YojimboRatchet said:

 

OK thanks. It's a shame it's hard coded and cannot be somehow adjusted with a Json file or something. I'll figure it out eventually though. thanks. This is probably the easiest and smoothest pose mod I have tested in the last week (out of like 20+ pose mods). So a definite thank you for making finding poser mods less of a headache now lol

 

EDIT: BTW, After finding this mod of yours, I did check out some of your other mods, and I am telling you, the Staw Hat mod is amazing. Best hat mod out there by far :)

Thank you; that means a lot. Especially with so many pose mods to choose from. I hope I can continue to meet expectations :)

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  • 4 months later...

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