moyraine Posted May 19, 2023 Posted May 19, 2023 I've searched here and on google but can't find a reference to the problem. Basically I sometimes load a mod follower, and when initiating a SL scene with them I receive an immediate "Queue scene has ended." All other mod followers are working fine at the time, but I will still get this sometimes with a mod follower. It doesn't happen often, but the occasional one that doesn't work is annoying. So is there a flag somewhere in the mod to stop a mod follower from queueing into animations? I can sometimes work around the problem using TESEdit and deleting/changing up items in the ESP, but sometimes no matter what I try it doesn't solve the problem. Is it something I'll have to finally learn to use CK to fix? I do use it at times, but only out of necessity. Any advice on what maybe the problem would be greatly appreciated, or even a link to something that may help me solve this.
Psalam Posted May 19, 2023 Posted May 19, 2023 3 minutes ago, moyraine said: I've searched here and on google but can't find a reference to the problem. Basically I sometimes load a mod follower, and when initiating a SL scene with them I receive an immediate "Queue scene has ended." All other mod followers are working fine at the time, but I will still get this sometimes with a mod follower. It doesn't happen often, but the occasional one that doesn't work is annoying. So is there a flag somewhere in the mod to stop a mod follower from queueing into animations? I can sometimes work around the problem using TESEdit and deleting/changing up items in the ESP, but sometimes no matter what I try it doesn't solve the problem. Is it something I'll have to finally learn to use CK to fix? I do use it at times, but only out of necessity. Any advice on what maybe the problem would be greatly appreciated, or even a link to something that may help me solve this. Often the problem is that the mod follower does not use the standard (XPMSE) skeleton. This will give you the result that you describe. The mod description SHOULD make a note of that however. 1
moyraine Posted June 7, 2023 Author Posted June 7, 2023 Thanks Psalam for the reply. Sadly, the really frustrating mod followers I have trouble with doesn't seem to be due to a skeleton mismatch. Still haven't figured it out but guess I'll keep fumbling around til i solve it. P.S. Love your two ask a question Consensual mods to start an animated scene. Practically no need for the SL tools mod now.
Soronarr Posted June 13, 2023 Posted June 13, 2023 I have similar issues. Weird problems. I found that if there is a follower for whom animations work, involving it an an act with another one always works, even if the other follower normally doesn't.
moyraine Posted June 26, 2023 Author Posted June 26, 2023 On 6/13/2023 at 5:33 AM, Soronarr said: I have similar issues. Weird problems. I found that if there is a follower for whom animations work, involving it an an act with another one always works, even if the other follower normally doesn't. Thank you for the info. Not a solution but interesting. I'll give it a try and see what happens.
BuushyBuush3469 Posted November 21, 2025 Posted November 21, 2025 Sorry to bump this post - would choosing the "skeleton.nif" file over the (insert follower mod default).nif" for the follower in TES5Edit/CreationKit remedy it? Or would choosing the skeleton's HKX file be the best solution? I'm making a customer follower compatible with sexlab and have stumbled on the same issue. Looking into what XPMSE adds to the game, it's a skeleton nif and a skeleton hkx file (at least for my situation which is a bear follower - mine so far would be in the bear character assets folder tho' I'd imagine). I can test it too tho' if need be, just got my scripts to work yesterday
BuushyBuush3469 Posted November 21, 2025 Posted November 21, 2025 think I found something, the json file another forum brought up it seems - granted it is for creatures, it could maybe apply to the jsons for other custom followers within their own constraints. I forgot about json files. Also it didn't work with changing the skeletons in CK, that just made them T-pose in game and be unresponsive, so hopefully the json file route works. Human followers can just use the nude models from SOS and the like, this one I had to do a conversion to the custom bear race. I could imagine for custom humanoid followers yu'd have to do a similar custom route
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now