gtcard Posted July 26, 2015 Posted July 26, 2015 So recently I have noticed this error happening in the log: WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding! It will spam the log and frame rate drops to single digit. I am fairly certain I have narrowed it down to draugr related. Entering any draugr dungeon frame rate drops by a lot, fighting one or two in the open world it drops a little, and the error still shows up. Bumming around this seems like a error commonly show up with HDT equipment, but I am not using that. Should I be? I don't think I am using any draugr specify mods either other than Creature Framework and More Nasty Critters. Anyone have any clue? You still have a HDT equipment everyone version xml in your game even if you downloaded from someone else when he added these bones it is a HDT Equipent everyone version. Look what installs your xml and what xml gets loaded and replace it with a proper xml (all those information are in your mod manager and your HDT Log I used a defaultsBBP.xml file I downloaded from here and never had this problem until entering a draugr dungeon today. I actually really like the other settings with this file, and want to keep them. Is it possible to just remove the HDT weapon stuff from this xml, and keep the rest? I don't really care about HDT weapons and rather just get rid of them if it is what's causing conflicts.
Guest Posted July 27, 2015 Posted July 27, 2015 can anyone help me with my followers turning invisible, tearing my hair out - what am i doing wrong! full re-install, minimal mods except FNIS, latest XPSME skeleton, HDT, EFF, unofficial patches, sexy follower mods, my own custom armor made in Bodyslide Studio and HD texture mods + sexlab. thats it. just left Honningbrew meadery and they are ALL INVISIBLE! gaaah! It's due to HDT on their bodies, happens especially in the Riften area. Use armor that's non BBP or don't use HDT and they won't be invisible. I use non-BBP armor for my followers and keep HDT to the sexy fun. Also less for the processor to have to deal with. EFF Teleport shout works fine atm, seems to bring them back visible (most of the time) but isn't there a solid reason? (and obviously i'm lost to what it is ) , as when they sprint they un-fade to visible and when they slow down they fade to invisible again. and of course it's totally random which npc's are affected, Delphine was the last one and she was wearing UNP BBP with HDT heels. all i can say is STRANGE!
zax Posted July 27, 2015 Posted July 27, 2015 Hey, I'm curious what is the difference between "Floating Nipple Cast" and "Floating Nipple Cast alternative" installer options? Tried both, but I'm not sure what I am looking at?
Groovtama Posted July 27, 2015 Author Posted July 27, 2015 Hey, I'm curious what is the difference between "Floating Nipple Cast" and "Floating Nipple Cast alternative" installer options? Tried both, but I'm not sure what I am looking at? Different cast finish animation, Normal is floating, Alternative is floating with leaning forward at the end when the cast is shoot
asd000 Posted July 28, 2015 Posted July 28, 2015 Hey, I feel kind of silly asking this here, because I don't even know if this is the mod that provides what I wanted to ask about, but.. I have a set of sliders in the character creation/showracemenu screen called "Body Scales." I figure it's either this mod or RaceMenu, or *maybe* BodySlide, but.. I have no idea, heh. It works a bit like a RaceMenu mod that I used to use with an older version of the XP32 body that was designed to add skeleton sliders if the skeleton could accommodate them. With the older mod, when I scaled down my characters legs, they would just get sucked into the body and I could use something like the HDT high heels mod to put their feet on the ground. If I scaled the legs up, the feet would sink into the ground and I'd have to adjust HDT's offset in the other direction. Alternatively, it was possible to just scale the entire body instead of the legs and then scale other stuff above the hips up/down to get the same proportions and keep the feet where they belonged. With the current menu, that isn't the case at all. If you adjust something like the "thigh length" slider, it automatically changes your character's height instead of just stretching/compressing the legs from the stationary hip, and it keeps the length/scale of the calves and feet intact as well. I don't know if this is some dark scripting sorcery that does the roundabout character scaling I described above automatically, if it's a feature made possible by this (XP32 Maximum) skeleon, or if it's just a scaling option that the author of the mod I used to use never decided to implement. In any case, what I'd like to know is if it's possible to replicate that effect in NifSkope (lengthening/shortening bones without making them thinner or automatically scaling all of the distal bones, and keeping the feet on the ground without rescaling the whole body after changes to thighs/calves)? I'd like to do a little bit of skeleton scaling for custom races/unique npcs, but I can't quite figure it out.
Groovtama Posted July 28, 2015 Author Posted July 28, 2015 Hey, I feel kind of silly asking this here, because I don't even know if this is the mod that provides what I wanted to ask about, but.. I have a set of sliders in the character creation/showracemenu screen called "Body Scales." I figure it's either this mod or RaceMenu, or *maybe* BodySlide, but.. I have no idea, heh. It works a bit like a RaceMenu mod that I used to use with an older version of the XP32 body that was designed to add skeleton sliders if the skeleton could accommodate them. With the older mod, when I scaled down my characters legs, they would just get sucked into the body and I could use something like the HDT high heels mod to put their feet on the ground. If I scaled the legs up, the feet would sink into the ground and I'd have to adjust HDT's offset in the other direction. Alternatively, it was possible to just scale the entire body instead of the legs and then scale other stuff above the hips up/down to get the same proportions and keep the feet where they belonged. With the current menu, that isn't the case at all. If you adjust something like the "thigh length" slider, it automatically changes your character's height instead of just stretching/compressing the legs from the stationary hip, and it keeps the length/scale of the calves and feet intact as well. I don't know if this is some dark scripting sorcery that does the roundabout character scaling I described above automatically, if it's a feature made possible by this (XP32 Maximum) skeleon, or if it's just a scaling option that the author of the mod I used to use never decided to implement. In any case, what I'd like to know is if it's possible to replicate that effect in NifSkope (lengthening/shortening bones without making them thinner or automatically scaling all of the distal bones, and keeping the feet on the ground without rescaling the whole body after changes to thighs/calves)? I'd like to do a little bit of skeleton scaling for custom races/unique npcs, but I can't quite figure it out. NiOverride transformations provides position offsets that don't get dirtied by animations or other stuff so it is possible to do a real length slider instead of giving a scalar to a bone. Scales work with 2 Transforms one that scale the wanted node and counterscales the following CME node so the translation of the following node gets not affected. For example you scale the calf bone, the toe bone translation stays uneffected, so does the scale of the toe bone. So the length of the leg can't be longer than the offset the pelvis has from the ground. Leg Length works with two nodes and two translations, one translation is in "CME Body [body]" offseting the body further away from the ground, and a transform in the CME bones of the leg. So if you want a a calf 5.0 longer you put in "CME L Calf [LClf]"\"CME R Calf [RClf]" 5.0 in the Translation to Z and 5.0 in Z in "CME Body [body]". All offsets you put in the leg nodes add to the translation of Z in "CME Body [body]".
asd000 Posted July 28, 2015 Posted July 28, 2015 Thanks for the explanation, Groovtama. I'm pretty fascinated by all of this, but I feel like it's way over my head. I've messed around a lot with 3d stuff in the past (sculpting and rendering), but once I start looking how it actually integrates into a system like a game engine, I haven't got a clue. So if I'm understanding this correctly, if I wanted to edit the skeleton for a custom race/character to have longer legs, I'd find the "CME" entries for both calves and both thighs, Transform > Edit and adjust the Z translation, then do the opposite for "CME Body" until it stands on the ground again? And the NPC nodes aren't anything I need to worry about?
Groovtama Posted July 28, 2015 Author Posted July 28, 2015 Thanks for the explanation, Groovtama. I'm pretty fascinated by all of this, but I feel like it's way over my head. I've messed around a lot with 3d stuff in the past (sculpting and rendering), but once I start looking how it actually integrates into a system like a game engine, I haven't got a clue. So if I'm understanding this correctly, if I wanted to edit the skeleton for a custom race/character to have longer legs, I'd find the "CME" entries for both calves and both thighs, Transform > Edit and adjust the Z translation, then do the opposite for "CME Body" until it stands on the ground again? And the NPC nodes aren't anything I need to worry about? Nah NPC nodes have a default translation edits in the skeleton to the translation don't often have no effect that is where the CME bones are for. The math is pretty simple you add all the Z translations from the CME leg nodes together and throw the sum in the CME Body node Z translation. The nodes are rotated so Z in + makes the leg longer, and CME body in + offsets the body more. You don't have to think alot about plus and minus.
fiewiel Posted July 28, 2015 Posted July 28, 2015 Im using ningheim and I copied the skeleton (2 mesh files and 1 hkx) to /character assets female/ in the ningheim folder overwriting everything. But there is still no, for example, waist slider. Not a single slider under weapons or magic, only a few under body scales. I did use search on this thread but I couldnt find an answer if custom races have such sliders like the normal skyrim races.
Groovtama Posted July 28, 2015 Author Posted July 28, 2015 Im using ningheim and I copied the skeleton (2 mesh files and 1 hkx) to /character assets female/ in the ningheim folder overwriting everything. But there is still no, for example, waist slider. Not a single slider under weapons or magic, only a few under body scales. I did use search on this thread but I couldnt find an answer if custom races have such sliders like the normal skyrim races. http://www.nexusmods.com/skyrim/mods/35474/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D35474%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D982910&pUp=1 Read\Complain there.
fiewiel Posted July 28, 2015 Posted July 28, 2015 Im using ningheim and I copied the skeleton (2 mesh files and 1 hkx) to /character assets female/ in the ningheim folder overwriting everything. But there is still no, for example, waist slider. Not a single slider under weapons or magic, only a few under body scales. I did use search on this thread but I couldnt find an answer if custom races have such sliders like the normal skyrim races. http://www.nexusmods.com/skyrim/mods/35474/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D35474%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D982910&pUp=1 Read\Complain there. Ok, so I read out of your line, its a ningheim "special" feature. If I would have chosen another unique race the sliders wouldnt be missing, yes?
Sacremas Posted July 28, 2015 Posted July 28, 2015 Depends entirely, if it was a Nephilim you'd have the same issues, it's the races that has unique skeletons and meshes linked to it that's the issue, not ningheim in particular.
Groovtama Posted July 28, 2015 Author Posted July 28, 2015 Im using ningheim and I copied the skeleton (2 mesh files and 1 hkx) to /character assets female/ in the ningheim folder overwriting everything. But there is still no, for example, waist slider. Not a single slider under weapons or magic, only a few under body scales. I did use search on this thread but I couldnt find an answer if custom races have such sliders like the normal skyrim races. http://www.nexusmods.com/skyrim/mods/35474/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D35474%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D982910&pUp=1 Read\Complain there. Ok, so I read out of your line, its a ningheim "special" feature. If I would have chosen another unique race the sliders wouldnt be missing, yes? No it reads out, go to the author that had the idea to get his skeleton seperated from vanilla, I am tired of dealing with custom races. I said it often enough.
threewings Posted July 29, 2015 Posted July 29, 2015 I installed 3.0 alpha and I discovered the main hand and offhand scale of weapons are mot working. No matter how do I enlarge the scale for example, the weapons on hand simply did not change size. Is there anything wrong I did? Thank you for the advice.
Groovtama Posted July 29, 2015 Author Posted July 29, 2015 I installed 3.0 alpha and I discovered the main hand and offhand scale of weapons are mot working. No matter how do I enlarge the scale for example, the weapons on hand simply did not change size. Is there anything wrong I did? Thank you for the advice. I do not provide sliders for the drawn weapons that is the default rm plugin.
threewings Posted July 29, 2015 Posted July 29, 2015 I installed 3.0 alpha and I discovered the main hand and offhand scale of weapons are mot working. No matter how do I enlarge the scale for example, the weapons on hand simply did not change size. Is there anything wrong I did? Thank you for the advice. I do not provide sliders for the drawn weapons that is the default rm plugin. Isn't 3.0 alpha supports ECE? I am using it. Do you mean I have to use Racemenu in order to get a correct drawn weapon scale?
Groovtama Posted July 29, 2015 Author Posted July 29, 2015 I installed 3.0 alpha and I discovered the main hand and offhand scale of weapons are mot working. No matter how do I enlarge the scale for example, the weapons on hand simply did not change size. Is there anything wrong I did? Thank you for the advice. I do not provide sliders for the drawn weapons that is the default rm plugin. Isn't 3.0 alpha supports ECE? I am using it. Do you mean I have to use Racemenu in order to get a correct drawn weapon scale? 3.0 supports that ECE users can choose weapon positions from the mcm menu instead of having to edit the skeleton manually. You need Nioverride Standalone for this. But everything scale related and so on gets blocked by character maker extenders incompatibility to any other scaling mod.
chajapa Posted July 30, 2015 Posted July 30, 2015 #1 I LOVE THE MCM! So much easier than selecting a number. I mean easier to understand. It's all right there. I was able to do it before in Racemenu but this is much nicer. #2 I saw discussions about custom races. I play a Succubus race female. There is a skeleton in the Succubus race. I use Mod Organizer. So now when I install a new XPMSE version, I open the mod folder in Explorer and copy a bunch of folders into it for custom races, custom followers who had their own skeleton, etc. Then I copy the new XPMSE files into those extra folders (skeleton_female.hkx, skeleton_female.nif, and skeletonbeast_female.nif). Run FNIS and.... they all work. ALL of them. Haven't had one NOT work yet. I don't use a lot of the weapon scaling, but I do use weapon placement. If I haven't said it before, I'm saying it now.... or maybe I'm saying it AGAIN... THANK YOU for all the work you do on this. Having a great skeleton is like the base of a building and everything going on top of it depends on it. I don't think I'd still be playing with Skyrim if there was no XPMSE. ("playing with" as opposed to "playing" because I rarely actually play the game any more. I just see how many different ways I can have sex with people and creatures!)
Nepro Posted July 30, 2015 Posted July 30, 2015 Two wishes for this mod. To support in future Digitigrade Beast Skeleton http://www.nexusmods.com/skyrim/mods/50637/? To provide bain wizard installer for Wrye Bash. Thanks for the continuous support and update of the mod.
Groovtama Posted July 30, 2015 Author Posted July 30, 2015 Two wishes for this mod. To support in future Digitigrade Beast Skeleton http://www.nexusmods.com/skyrim/mods/50637/? To provide bain wizard installer for Wrye Bash. Thanks for the continuous support and update of the mod. I would rather try it with a series of transforms than do an extra skeleton. Transforms is something more lasting than updating skeletons all the time. But I need a lot of time to calc the transformations for such stuff that is why it is pretty low on my list. I don't know for what doing Bain support at all, MO and NMM are most used and both support FOMOD. Wyre Bash has only use for me for doing bashed patches, and that is something I call from MO.
EmptyHrGlass Posted July 30, 2015 Posted July 30, 2015 I am pretty sure I have installed everything and have it all ordered correctly. I have even had a friend help me with this and neither of us can figure it out. He has it on his file, and it works just fine. attached are the windows that are empty when there should be something, as well as my load order and plugins. loadorder.txt modlist.txt
Groovtama Posted July 30, 2015 Author Posted July 30, 2015 I am pretty sure I have installed everything and have it all ordered correctly. I have even had a friend help me with this and neither of us can figure it out. He has it on his file, and it works just fine. attached are the windows that are empty when there should be something, as well as my load order and plugins. XP32 Maximum Skeleton Extended gets overwritten by Realistic Ragdoll from your list, also by Deadly Mutilation - CORE.
EmptyHrGlass Posted July 30, 2015 Posted July 30, 2015 I am pretty sure I have installed everything and have it all ordered correctly. I have even had a friend help me with this and neither of us can figure it out. He has it on his file, and it works just fine. attached are the windows that are empty when there should be something, as well as my load order and plugins. XP32 Maximum Skeleton Extended gets overwritten by Realistic Ragdoll from your list, also by Deadly Mutilation - CORE. Thank you
OldGuy879 Posted July 30, 2015 Posted July 30, 2015 I am pretty sure I have installed everything and have it all ordered correctly. I have even had a friend help me with this and neither of us can figure it out. He has it on his file, and it works just fine. attached are the windows that are empty when there should be something, as well as my load order and plugins. XP32 Maximum Skeleton Extended gets overwritten by Realistic Ragdoll from your list, also by Deadly Mutilation - CORE. Thank you A good thing to remember is to always reinstall the skeleton after you add or update a mod that way the Groovtama can always override everything that it needs to
EmptyHrGlass Posted July 30, 2015 Posted July 30, 2015 I am pretty sure I have installed everything and have it all ordered correctly. I have even had a friend help me with this and neither of us can figure it out. He has it on his file, and it works just fine. attached are the windows that are empty when there should be something, as well as my load order and plugins. XP32 Maximum Skeleton Extended gets overwritten by Realistic Ragdoll from your list, also by Deadly Mutilation - CORE. I'm having the same issue still. loadorder.txt modlist.txt
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