PowderdJedi433 Posted November 29, 2013 Posted November 29, 2013 To provide examples... Â It should be doing this-- (ignore the addition of "NPC R Foot [Rft] [21]" under WeaponDagger[23], that's the dagger mesh I imported onto the skeleton to use as a placement reference and is not actually there in the saved female_skeleton.nif) Â Â Â Â Â Â But instead, it is doing this -- Â Â Â Â Â Â Thoughts and advice would be greatly appreciated as I much, MUCH prefer to have the dagger on the calf/ankle as shown in the nifskope reference.
PowderdJedi433 Posted November 29, 2013 Posted November 29, 2013 Could you expound on that a little please? What do you mean the rotation is wrong/missing? It's rotated perfectly fine when I open it in nifskope.
Groovtama Posted November 30, 2013 Posted November 30, 2013 Could you expound on that a little please? What do you mean the rotation is wrong/missing? It's rotated perfectly fine when I open it in nifskope.  Ok I'm making a simple example. You take the daedric dagger. The dagger is at (0,0,0) because that is the object you take in your hand. The scabard/sheath -> the thing that gets attached to your dagger sheath slot, has a translation and rotation included, you see that when you open the nif file -> Translation (-77.1886 , 54.2580 , 0,0150) and a Rotation[euler] (180 , 0 , 0), you have to add the needed stuff to counter that translation and rotation.  You can either calculate the needed rotations/translations or try it with trying^^
PowderdJedi433 Posted November 30, 2013 Posted November 30, 2013 That's very odd. I've done this three different times with three different skeletons, (XPMS 1.91, UNPB Redux skeleton, and the SoS Compatible DSpSoB skeleton) and never needed to translate/rotate any sheathes. Suppose I'll give it a go and see what happens. Admittedly the dagger I'm testing with is the custom dagger from JaySwords so I might give it a check with a vanilla dagger first.  Thanks for the info. I'll let you know what's up.
Groovtama Posted November 30, 2013 Posted November 30, 2013 Look at the XPMSÂ back hip dagger positions they are also kind over the position the daggers end up to. Â Swords/Swordsheats are always at (0,0,0) maybe they are attached to the sword slot don't know.
PowderdJedi433 Posted November 30, 2013 Posted November 30, 2013 I think the issue I had was using the Skyrim Weapon Positioning node this time, when every other time I had used the nodes from Custom Skeleton Replacers SOS Edition -- Basic Pack 20 (TBBP, DSpSoB WOH, SWP - Dual DOA, SOS/SOS Futa). Â I'm about to test that out and see what's what.
PowderdJedi433 Posted November 30, 2013 Posted November 30, 2013 Yep, using the dagger nodes from the second link (thanks to Skulltyrant) fixed it completely, the node from the Skyrim Weapon Positioning mod is seemingly incompatible with XPMS/anything using TBBP.
Kryzhal Posted December 13, 2013 Posted December 13, 2013 yeah nice i downloaded it and now where do i put these files??
Groovtama Posted December 13, 2013 Posted December 13, 2013 yeah nice i downloaded it and now where do i put these files?? In your NMM or what Mod Manager what so ever and install it with the easy installer.
PowderdJedi433 Posted December 15, 2013 Posted December 15, 2013 Is this compatible with Deadly Mutilation, by chance?
Groovtama Posted December 16, 2013 Posted December 16, 2013 The Nexus one is so is this. For the list here:Â http://www.nexusmods.com/skyrim/mods/26800/?
Groovtama Posted December 24, 2013 Posted December 24, 2013 Xmas Pack of my XPMS pack uploaded. Happy holidays.^^
Eireamhoin Posted December 25, 2013 Posted December 25, 2013 So is there a way to fix the odd crushed butt on males with some of the anal animations? there's a few where it's like his butt sucks further up into body leaves the testicles and rest down where they belong. Looks quite odd.
Guest Posted December 25, 2013 Posted December 25, 2013 Does this skeleton fix the lifted remaining position of breasts when using the infamus idle fondling breast animation along with hdt system and hdt havoc object?.Also this skeleton is standalone,right?i don't have to install on top of official xpms 1.92,do i?
SiegfriedFafnersbane Posted December 25, 2013 Posted December 25, 2013 My modified XPMS Pack (based on Liuli's XPMS Pack): XPMS 1.92Xmas Edition for SexLab XPMS 1.921 for SexLab XPMS X.92 for SexLab XPMS X.91 for SexLab    Sorry, tell me whats the difference between XMPS 1.92 and XPMS X.92?
Groovtama Posted December 25, 2013 Posted December 25, 2013 So is there a way to fix the odd crushed butt on males with some of the anal animations? there's a few where it's like his butt sucks further up into body leaves the testicles and rest down where they belong. Looks quite odd. That is probably an issue with the animations because males don't have butt bones so the animation couldn't use butt bones to make that issue so it is probably with the tights or the pelvis and I can't do anything/much in there that is an issue for an animator.   Does this skeleton fix the lifted remaining position of breasts when using the infamus idle fondling breast animation along with hdt system and hdt havoc object?.Also this skeleton is standalone,right?i don't have to install on top of official xpms 1.92,do i? Yep only the remaining lifting when the hands are above the breast is fixed and yeah standalone nothing else is needed.    My modified XPMS Pack (based on Liuli's XPMS Pack): XPMS 1.92Xmas Edition for SexLab XPMS 1.921 for SexLab XPMS X.92 for SexLab XPMS X.91 for SexLab   Sorry, tell me whats the difference between XMPS 1.92 and XPMS X.92? That is writen in the changelog. Nexus 1.92 just had a fixed Bain installer compared to 1.91. So X.92 is the changed stuff in X.91 with the fixed Bain installer. X.921 is with the fixed LegSlider correction I did for fixing existing bugged characters (which I named wrong which will be corrected as 1.92X will be corrected to X.92X) Â
SiegfriedFafnersbane Posted December 25, 2013 Posted December 25, 2013 So the X.92 is better version of 1.92. ? For now I use version 1.92 Rough version from download section. Are there any difference between this version and X.92 or 1.92X? I use HDT effects and one thinq I have noticed with 1.92X is that female breast looks little different to version 1.92 Rough. I do not even know what with version X.92, have not tested it yet. I have just wondered what means the difference 1.92 and X. 92. I tought it's some kind of XMPS 1.92 derivative and asked of it about any difference in models final look or animations differences. Are there any?
Groovtama Posted December 25, 2013 Posted December 25, 2013 I do not like the word "better" here, mine is just an eXtended eXternal versions with features I liked to add to the skeleton, like the full Male ECE support, full ECE support etc. I renamed the version number so there are no confusions.  1.91 for Sexlab by Liuli, X.91, X.92 and X.921 by me are all based on the 1.91/1.92 version of xp32's skeleton, they will all look exactly the same. Liuli's and mine contain a fix for some SexLab animations. Just the supported features in ECE and 1stPerson are little bit more in my versions.  X.92X here is an exception Backstory: there was a bug in XPMS 1.8/1.9Beta were the breast were shifted 10° up (old thread here: http://www.loverslab.com/topic/20027-outdated-xpms-modified-for-tbbp/) => resulting breast bone ankle of the too high skeleton was ~40° the fixed one had ~30°. Story here: When I tested around with HDT Breast Collision and making the Weapon Sliders for ECE the PreBreast bone Translation looked odd to me so I calced the ankle and it was ~40° again so recalced the translation to get a ~30° ankle again. Tested it and it fixed my problem with the breast staying lifted up on the HDT animation for the breast collision. So yeah the breast will be more saggy, but they will not ignore gravity^^. But yeah they will look different.
SiegfriedFafnersbane Posted December 25, 2013 Posted December 25, 2013 So the X.92 have the same visual breast effect as 1.92 but some changes in ECE and 1stPerson? Â
SiegfriedFafnersbane Posted January 5, 2014 Posted January 5, 2014 Is it necessary to use FNIS skeleton update when I install XPMS version without female_skeleton?
Groovtama Posted January 5, 2014 Posted January 5, 2014 Yeah you have to if you ran it before with the behaviour file.
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