Jump to content

Some Skyrim mod followers won't use SL animations; immediately terminate


Recommended Posts

Posted

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.

Posted
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.

  • 3 weeks later...
Posted

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.

Posted

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.

  • 2 weeks later...
Posted
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.

  • 2 years later...
Posted

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

Posted

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

 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...