dragongrunt Posted September 1, 2017 Share Posted September 1, 2017 Hi. I'm having an issue with XPMSE weapon scaling module. I recently made the transition from ECE to racemenu, and it went seamlessly. But I ended up with a mod bow getting larger a couple of seconds after being equipped. This is how the bow looks at first: An this is how it ends up looking: The bow in the pictures is from Isilmariel LOTR weapons http://www.nexusmods.com/skyrim/mods/5727/ The thing is, all other vanilla bows scale perfectly. This one doesn't. I tried the mod in a totally vanilla, modless Skyrim, and while other bows shrink when used by female, but this one doesn't. It fits perfectly from the beginning. Is there any way to exclude this bow form the scaling module? A script, a change in the nif file, an option in XPMSE that I may have overlooked. I'm most pleased with the jump from ECE to RM, but this little issue is getting the best of me. Thanks for any help. Link to comment
Groovtama Posted September 2, 2017 Author Share Posted September 2, 2017 Hi. I'm having an issue with XPMSE weapon scaling module. I recently made the transition from ECE to racemenu, and it went seamlessly. But I ended up with a mod bow getting larger a couple of seconds after being equipped. This is how the bow looks at first: An this is how it ends up looking: The bow in the pictures is from Isilmariel LOTR weapons http://www.nexusmods.com/skyrim/mods/5727/ The thing is, all other vanilla bows scale perfectly. This one doesn't. I tried the mod in a totally vanilla, modless Skyrim, and while other bows shrink when used by female, but this one doesn't. It fits perfectly from the beginning. Is there any way to exclude this bow form the scaling module? A script, a change in the nif file, an option in XPMSE that I may have overlooked. I'm most pleased with the jump from ECE to RM, but this little issue is getting the best of me. Thanks for any help. The author probably made the bow with the messed up hand scale of females. Which XPMSE fixes by rescaling. Try to do the following: Make a backup of the bow mesh if it does not work! Open the bow mesh, scale the bow to 0.92 and hit apply to the mesh, the bow should then be the right size in the game. Link to comment
dragongrunt Posted September 2, 2017 Share Posted September 2, 2017 Hi. I'm having an issue with XPMSE weapon scaling module. I recently made the transition from ECE to racemenu, and it went seamlessly. But I ended up with a mod bow getting larger a couple of seconds after being equipped. This is how the bow looks at first: An this is how it ends up looking: The bow in the pictures is from Isilmariel LOTR weapons http://www.nexusmods.com/skyrim/mods/5727/ The thing is, all other vanilla bows scale perfectly. This one doesn't. I tried the mod in a totally vanilla, modless Skyrim, and while other bows shrink when used by female, but this one doesn't. It fits perfectly from the beginning. Is there any way to exclude this bow form the scaling module? A script, a change in the nif file, an option in XPMSE that I may have overlooked. I'm most pleased with the jump from ECE to RM, but this little issue is getting the best of me. Thanks for any help. The author probably made the bow with the messed up hand scale of females. Which XPMSE fixes by rescaling. Try to do the following: Make a backup of the bow mesh if it does not work! Open the bow mesh, scale the bow to 0.92 and hit apply to the mesh, the bow should then be the right size in the game. Wow! Many thanks Groovtama. Indeed, scaling down the mesh did the trick. As you said, the author set the bow scale to 1.15 so 1.0 worked fine in my final test. My guess is the author was aware of the terrible vanilla scaling on females and set it bigger to address the issue, but he/she never expected a mod to address that little fault. Thanks for the help! Link to comment
deivater Posted September 22, 2017 Share Posted September 22, 2017 hello, is it possible to change the maximum value for areaola/ nipples.... So they can be bigger Link to comment
bicobus Posted September 22, 2017 Share Posted September 22, 2017 hello, is it possible to change the maximum value for areaola/ nipples.... So they can be bigger You want to explore bodyslide capabilities, not xpmse. Link to comment
deivater Posted September 22, 2017 Share Posted September 22, 2017 nope, I want to adjust it in racemenu ingame. Using manipulator mod, to give npcs different body shapes. Expanding the values would be awesome. Link to comment
bicobus Posted September 22, 2017 Share Posted September 22, 2017 xpmse isn't directly customizable. You need bodyslide to generate the morph files (.tri) for that. The morph files will tell whatever you use ingame how to handle the custom bodies you've installed. That is, if you don't want the pelvis of your toon to meet her shin. Link to comment
lafourminoir Posted October 28, 2017 Share Posted October 28, 2017 any have one original skeleton female for share please ? after try one suker mod , i have many shit and i tink the original as replaced by another Link to comment
berryboi Posted March 16, 2018 Share Posted March 16, 2018 when I use the XPMSE mod, my character's butt doesn't jiggle like before. am I supposed to keep the old skeleton from xp32? or is there something I have to do to get my custom XMLs working again? Link to comment
Fuzzy_Fox Posted March 16, 2018 Share Posted March 16, 2018 8 hours ago, berryboi said: when I use the XPMSE mod, my character's butt doesn't jiggle like before. am I supposed to keep the old skeleton from xp32? or is there something I have to do to get my custom XMLs working again? That sounds like you are missing some HDT files. Look on this site for the All in One Animated pussy mod. It is a all in one HDT body mod that has nearly all the meshes, textures and HDT files you need for the bodies. Just make sure that nothing overwrites the XPMSE mod files, because strange things start to happen in the game then. Link to comment
berryboi Posted March 17, 2018 Share Posted March 17, 2018 On 3/16/2018 at 5:24 AM, Fuzzy_Fox said: That sounds like you are missing some HDT files. Look on this site for the All in One Animated pussy mod. It is a all in one HDT body mod that has nearly all the meshes, textures and HDT files you need for the bodies. Just make sure that nothing overwrites the XPMSE mod files, because strange things start to happen in the game then. I did and it still remained the same. I realized that if I changed the nif files in the meshes folder and left the skeleton alone, I had my physics and the skeleton, but I had no schlong sliders. So now I have no idea what to do besides reverting back to XP32. P.S. it's not like the physics didn't work entirely, the problem was that the editing done in the XML files were taking no affect with XPMSE even though the edits worked at the level i set them to when using XP32 or when I swapped out the skeleton.nif files P.P.S It's more like the XML isn't as noticeable as it was with xp32. with the last skeleton there was a triple bounce in the butt, but with xpmse there barely is any bounce. Link to comment
Groovtama Posted March 17, 2018 Author Share Posted March 17, 2018 9 hours ago, berryboi said: I did and it still remained the same. I realized that if I changed the nif files in the meshes folder and left the skeleton alone, I had my physics and the skeleton, but I had no schlong sliders. So now I have no idea what to do besides reverting back to XP32. P.S. it's not like the physics didn't work entirely, the problem was that the editing done in the XML files were taking no affect with XPMSE even though the edits worked at the level i set them to when using XP32 or when I swapped out the skeleton.nif files P.P.S It's more like the XML isn't as noticeable as it was with xp32. with the last skeleton there was a triple bounce in the butt, but with xpmse there barely is any bounce. Because what you see with XPMS are your BBP animations + your XML on top, what you see in XPMSE is purely your XML file as it should be. Link to comment
berryboi Posted March 17, 2018 Share Posted March 17, 2018 10 minutes ago, Groovtama said: Because what you see with XPMS are your BBP animations + your XML on top, what you see in XPMSE is purely your XML file as it should be. Does this mean I should tick the "BBP" option in the xpmse installer rather than the "HDT" option? Link to comment
Groovtama Posted March 18, 2018 Author Share Posted March 18, 2018 2 hours ago, berryboi said: Does this mean I should tick the "BBP" option in the xpmse installer rather than the "HDT" option? No that means throw your xml away and get another one, you are not supposed to use a BBP rig map with HDT. Link to comment
Tiggyy Posted March 19, 2018 Share Posted March 19, 2018 I have a question. Are sex animations supposed to work with this skeleton or do I need to use the non-extended version? This one: https://www.nexusmods.com/skyrim/mods/26800/ If so is there any kind of a way to get bouncing tits and ass for sex animations with the regular version? Everything in my game is working fine, except for sex animations and FNIS is working correctly as well. I have a thread for it in the support section if you wanted to have a look at the papyrus logs, load order and such. Link to comment
Guest Posted March 19, 2018 Share Posted March 19, 2018 1 hour ago, Tiggyy said: I have a question. Are sex animations supposed to work with this skeleton or do I need to use the non-extended version? This one: https://www.nexusmods.com/skyrim/mods/26800/ If so is there any kind of a way to get bouncing tits and ass for sex animations with the regular version? Everything in my game is working fine, except for sex animations and FNIS is working correctly as well. I have a thread for it in the support section if you wanted to have a look at the papyrus logs, load order and such. About all anims done in the last two years are besed on XPMSE. Link to comment
Tiggyy Posted March 19, 2018 Share Posted March 19, 2018 1 minute ago, CPU said: About all anims done in the last two years are besed on XPMSE. Alright, so my skeleton should not be an issue. Link to comment
Guest Posted March 19, 2018 Share Posted March 19, 2018 28 minutes ago, Tiggyy said: Alright, so my skeleton should not be an issue. If you are using the last XPMSE the it is never the issue. Link to comment
Guest Posted April 17, 2018 Share Posted April 17, 2018 a new update and a long time coming. very exciting! Link to comment
NOOBIV Posted April 17, 2018 Share Posted April 17, 2018 Thanks for the update ¿How to i update in mid-game? ¿Is this new version a "must have"? ¿Is this new version more stable than the previous one (3.94)? Link to comment
donttouchmethere Posted April 18, 2018 Share Posted April 18, 2018 nice skeleton update, thx! hopefully it helps my PC with the lumbago from sleepin anywhere (or worse^^) EDIT: you cleaned up the FOMOD options, thx i alwys got confused AND good to know: - Flimsy Ragdolls (included in XPMSE) Link to comment
whatwhenwhy Posted April 18, 2018 Share Posted April 18, 2018 hey there, any ideas why i have a giant " ! " mark in a red triangle instead of the characters? what am i missing or done wrong? edit: nvm fixed it Link to comment
monsta88 Posted April 18, 2018 Share Posted April 18, 2018 Hi all, I'm sorry, probably this was asked a few times, but couldn't find a good answer. I installed the current version (4.31), ran FNIS, but I have my log full with these lines: Spoiler [04/18/2018 - 09:02:54PM] Error: Static function SetAnimGroupEX not found on object fnis_aa. Aborting call and returning None stack: <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.OnObjectUnequipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ? I didn't have this in the 3.94 version. My install settings were: - Physics Extensions - MCM - None (Weap style randomizer for npcs) - None (variants) - Swords on back - Swords on back (mounted) - JoP and SoS selected (XP overwrites them) - None for Deadly Mutilation and Enderal If I rememebr well, I could disable the Styles cloak for NPCs in MCM in 3.94, but that menu is empty now. I also remember that I can disable the XPMSE.esp plugin, but I'd rather keep it active. In the Information menu everything is checked, including the running cloak spell. What can I do? Thanks, M Link to comment
Groovtama Posted April 18, 2018 Author Share Posted April 18, 2018 37 minutes ago, monsta88 said: Hi all, I'm sorry, probably this was asked a few times, but couldn't find a good answer. I installed the current version (4.31), ran FNIS, but I have my log full with these lines: Reveal hidden contents [04/18/2018 - 09:02:54PM] Error: Static function SetAnimGroupEX not found on object fnis_aa. Aborting call and returning None stack: <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (860C71C9)].XPMSEWeaponStyleScaleEffect.OnObjectUnequipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ? I didn't have this in the 3.94 version. My install settings were: - Physics Extensions - MCM - None (Weap style randomizer for npcs) - None (variants) - Swords on back - Swords on back (mounted) - JoP and SoS selected (XP overwrites them) - None for Deadly Mutilation and Enderal If I rememebr well, I could disable the Styles cloak for NPCs in MCM in 3.94, but that menu is empty now. I also remember that I can disable the XPMSE.esp plugin, but I'd rather keep it active. In the Information menu everything is checked, including the running cloak spell. What can I do? Thanks, M FNIS needs to be 7.2 or newer. Link to comment
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