Groovtama Posted October 2, 2015 Author Posted October 2, 2015 The weirdest thing. The height slider I usually see is missing. I can't seem to find it anywhere. I assume searching in the ALL tab would be a quick way. Would this be an XPMSE issue? Using MO. My modwatch (essentially MO's loadorder.txt and modlist.txt I realize I have an older XPMSE. There was a reason for that... I don't remember why considering I'm just booting up an old install. Height is part of the RaceMemu Plugin, not part of XPMSE.
Rabblerouser Posted October 2, 2015 Posted October 2, 2015 I... I apologize for wasting your time. I assumed it'd be in the "ALL" tab when it was in body scales. :I I figured if overall height wasn't in there, I could at least switch out leg lengths to make my PC shorter. Lo and behold...
CliftonJD Posted October 3, 2015 Posted October 3, 2015 What version XPMSE support Nipple Magic? Updated XPMS and NM has gone! SOOOOO SAD!! T-T I use racemenu 3.3. And MCM menu xpmse style tab do not show any text. Like this TESV 2015-10-02 00-27-13-75.jpgTESV 2015-10-02 00-27-42-12.jpg love the outfit
Eikichi Onizuka Posted October 4, 2015 Posted October 4, 2015 What version XPMSE support Nipple Magic? Updated XPMS and NM has gone! SOOOOO SAD!! T-T I use racemenu 3.3. And MCM menu xpmse style tab do not show any text. Like this TESV 2015-10-02 00-27-13-75.jpgTESV 2015-10-02 00-27-42-12.jpg You are overwriting RaceMenu with an old NiOverride version. this is the last NiOverride version http://www.nexusmods.com/skyrim/mods/37481/? Ps: Racemenu 3.3 version is buggy, install new version 3.4.1 http://www.nexusmods.com/skyrim/mods/29624/?
pandaemonia Posted October 4, 2015 Posted October 4, 2015 Hello, so i used the latest xpmse and hdt equipment, it works fine, but if i choose frostfall style for quivers, the quivers stay in the back with the physics while sometimes flickering to the hip. If i unequip the weapon sling, the quivers move to the hips but no physics. Is there anything i can do to fix this?
Groovtama Posted October 4, 2015 Author Posted October 4, 2015 Hello, so i used the latest xpmse and hdt equipment, it works fine, but if i choose frostfall style for quivers, the quivers stay in the back with the physics while sometimes flickering to the hip. If i unequip the weapon sling, the quivers move to the hips but no physics. Is there anything i can do to fix this? install the correct option for HDT Equipment.
pandaemonia Posted October 4, 2015 Posted October 4, 2015 install the correct option for HDT Equipment. Well i downloaded my mods from nexus, and as of my understanding the current version of hdt equipment only have one option, well there are three current download options, one nmm compatible, one loose files, and one repackage od the first file with minor fixes, but very much the same as the other two In game mcm menu for hdt equipment does show an option for personalization, but tampering with the node values of quiver does not change anything, im at a loss now lol
Phillen Posted October 6, 2015 Posted October 6, 2015 Forgive the silly question if it is one: I have all of the requirements for XPMSE version 3.03 installed, nothing is overwriting it yet it describes XPMSE Skeleton as being 0.000000. All other requirements are detected in the MCM and this is a vanilla save in Riverwood. Have I missed something? How is the skeleton not included (or detected) in XPMSE? Many thanks for all the great work, Groovtama. Most Probably you are using a custom race with its own skeleton which replaces the xpms32 skeleton.
wonderfulcheese Posted October 7, 2015 Posted October 7, 2015 What is going on with this? I installed the mod, and updated with FNIS , but it is showing version 0.000?
Groovtama Posted October 7, 2015 Author Posted October 7, 2015 What is going on with this? I installed the mod, and updated with FNIS , but it is showing version 0.000? FAQ, first Q&A.
wonderfulcheese Posted October 7, 2015 Posted October 7, 2015 FAQ, first Q&A. I read the FAQ, and installed everything correctly. I just checked mod organizer's conflicts and apparently the realistic ragdolls mod overwrote the skeleton. Uninstalled it (didn't feel like copying and pasting files) and everything worked fine. Why is that mod a requirement?
Groovtama Posted October 7, 2015 Author Posted October 7, 2015 FAQ, first Q&A. I read the FAQ, and installed everything correctly. I just checked mod organizer's conflicts and apparently the realistic ragdolls mod overwrote the skeleton. Uninstalled it (didn't feel like copying and pasting files) and everything worked fine. Why is that mod a requirement? Requirement (are installed BEFORE you install XPMSE3 and nothing overwrites XPMSE3 in general) Just put RR&F before XPMSE3 in priority in MO. That mod is a requirement because I don't want to integrate all monster skeletons and subsequently have to deal with any mod that edits monster skeletons for some reason.
Earen Posted October 9, 2015 Posted October 9, 2015 It's possible to rotate 3-rd camera programmatically? There are some animations that change roll angle. I have tried to rotate camera nodes (Camera3rd [Cam3], CME Camera3rd [Cam3]) without success. Haven't tried NiO yet Actor me = Game.GetPlayer() float[] rot = new float[3] rot[0] = 0 rot[1] = 0 rot[2] = 90 bool succeed = NetImmerse.SetNodeLocalRotationEuler(me, node = "Camera3rd [Cam3]", in = rot, firstPerson = false)
Groovtama Posted October 9, 2015 Author Posted October 9, 2015 It's possible to rotate 3-rd camera programmatically? There are some animations that change roll angle. I have tried to rotate camera nodes (Camera3rd [Cam3], CME Camera3rd [Cam3]) without success. Haven't tried NiO yet Actor me = Game.GetPlayer() float[] rot = new float[3] rot[0] = 0 rot[1] = 0 rot[2] = 90 bool succeed = NetImmerse.SetNodeLocalRotationEuler(me, node = "Camera3rd [Cam3]", in = rot, firstPerson = false) Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does.
Earen Posted October 9, 2015 Posted October 9, 2015 Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Thanks. I just hoped to mod something to be able to make screenshots with different roll angles > If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. "CME Camera1st [Cam1]" works, but, yeah, it's first person > 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Immersive first person view will go too, didn't updated it for a while, thought I didn't noticed its mention camera roll angle
ousnius Posted October 9, 2015 Posted October 9, 2015 Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Thanks. I just hoped to mod something to be able to make screenshots with different roll angles > If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. "CME Camera1st [Cam1]" works, but, yeah, it's first person > 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Immersive first person view will go too, didn't updated it for a while, thought I didn't noticed its mention camera roll angle If you want to take angled screenshots of followers (not your own character), then you can use my ScreenshotPad mod for it. Your character in first person + rotating it = rotated 1st person camera = your follower appears rotated. But yeah, for the player in 3rd person camera mode it doesn't work. The third person camera can be moved up/down/left/right via INI edits, but it can't be rotated there either.
Groovtama Posted October 9, 2015 Author Posted October 9, 2015 Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Thanks. I just hoped to mod something to be able to make screenshots with different roll angles > If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. "CME Camera1st [Cam1]" works, but, yeah, it's first person > 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Immersive first person view will go too, didn't updated it for a while, thought I didn't noticed its mention camera roll angle The problem with NetImmerse is not that it doesn't work, the problem is that it works on worldspace cordinates of the game, so when you set a node to for example 105 in z it might be 104.9 or 105.1 because of some animation. NiO uses local space of the skeleton itself, so if you set it to 105 it is 105 and you will read 105 with the getter. For rotation or position stuff you can basically screw NetImmerse.
Earen Posted October 10, 2015 Posted October 10, 2015 Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Thanks. I just hoped to mod something to be able to make screenshots with different roll angles > If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. "CME Camera1st [Cam1]" works, but, yeah, it's first person > 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Immersive first person view will go too, didn't updated it for a while, thought I didn't noticed its mention camera roll angle If you want to take angled screenshots of followers (not your own character), then you can use my ScreenshotPad mod for it. Your character in first person + rotating it = rotated 1st person camera = your follower appears rotated. But yeah, for the player in 3rd person camera mode it doesn't work. The third person camera can be moved up/down/left/right via INI edits, but it can't be rotated there either. Thanks, I'll try your mod. 3-rd person can be imitated with some fake, flying, invisible NPC-photographer, controlled by PC (in case someone wants to photograph PC. it may sound like an idea for your mod) Nah 3rd person camera node is Havok controlled, forget it, only first person works because Havok takes the 1st person node and attaches the camera to it, so you can offset the node to the original position because you just move the camera viewport with your mouse. But Havok takes the 3rd person node attaches the camera to it and moves the node around so the point where it is is not depended on where the node is at start. You will see that XPMSE has a Camera plugin for racemenu, where the 3rd person code is commented that is the reason why.^^ If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Thanks. I just hoped to mod something to be able to make screenshots with different roll angles > If you are modifing camera offsets in first person you can throw away NetImmerse, NiOverride only, because NetImmerse dirties its data when something runs an animation, and for 1st person offseting only XPMSE specific nodes work, Camera1st does not work, the XPMSE offset node does. "CME Camera1st [Cam1]" works, but, yeah, it's first person > 3rd person edits are only working with ini settings, or via an skse plugin for example like Immersive first person view does. Immersive first person view will go too, didn't updated it for a while, thought I didn't noticed its mention camera roll angle The problem with NetImmerse is not that it doesn't work, the problem is that it works on worldspace cordinates of the game, so when you set a node to for example 105 in z it might be 104.9 or 105.1 because of some animation. NiO uses local space of the skeleton itself, so if you set it to 105 it is 105 and you will read 105 with the getter. For rotation or position stuff you can basically screw NetImmerse. yeah, there is not much difference in my case..
parruyo Posted October 12, 2015 Posted October 12, 2015 What does this mean? 12:05:04AM] error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect typestack:[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "<native>" Line ?[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 290[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?[None].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 202[10/12/2015 - 12:05:04AM] error: Unable to call RegisterForMenu - no native object bound to the script object, or object is of incorrect typestack:[None].XPMSEWeaponStyleScaleEffect.RegisterForMenu() - "<native>" Line ?[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 291[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?[None].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 202[10/12/2015 - 12:05:04AM] error: Unable to call RegisterForMenu - no native object bound to the script object, or object is of incorrect typestack:[None].XPMSEWeaponStyleScaleEffect.RegisterForMenu() - "<native>" Line ?[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 292[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?[None].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 202
Wahya1 Posted October 12, 2015 Posted October 12, 2015 Hi Everyone, I want to know if anyone else is lately having trouble with serious Script Bloating for XPMSEWeaponStyleScaleEffect, because suddenly mine is going through the roof over 7500 in about 10 minutes or so. I have used XPMSE for a while now and have never had this problem before. It may be a conflict with another but I don't have a clue what? I would be very grateful for any help I can get, Thank in Advance.
CliftonJD Posted October 12, 2015 Posted October 12, 2015 Hi Everyone, I want to know if anyone else is lately having trouble with serious Script Bloating for XPMSEWeaponStyleScaleEffect, because suddenly mine is going through the roof over 7500 in about 10 minutes or so. I have used XPMSE for a while now and have never had this problem before. It may be a conflict with another but I don't have a clue what? I would be very grateful for any help I can get, Thank in Advance. yes a number of us have had to disable the esp for that reason, it's been brought up several times with the only help from the author to disable it i'd still check your mcm for any issues before doing so as it's the last time you'll get that chance, if the mcm checks out ok then reset all weapon sliders to default from racemenu before disabling the esp and running script cleaner
Wahya1 Posted October 12, 2015 Posted October 12, 2015 Hi Everyone, I want to know if anyone else is lately having trouble with serious Script Bloating for XPMSEWeaponStyleScaleEffect, because suddenly mine is going through the roof over 7500 in about 10 minutes or so. I have used XPMSE for a while now and have never had this problem before. It may be a conflict with another but I don't have a clue what? I would be very grateful for any help I can get, Thank in Advance. yes a number of us have had to disable the esp for that reason, it's been brought up several times with the only help from the author to disable it i'd still check your mcm for any issues before doing so as it's the last time you'll get that chance, if the mcm checks out ok then reset all weapon sliders to default from racemenu before disabling the esp and running script cleaner Thank CliftonJD for getting back so soon, I am relieved that it is not something I have done, luckily I had only just started a game so noticed problem very early on, so I am just deleting saves and Start again.
Mez558 Posted October 18, 2015 Posted October 18, 2015 Ok I seem to have screwed up somewhere on doing a fresh install. Using the latest Skeleton and Racemenu I had lost at least on slider (Z axis adjustment) as well as finding the pelvis slider now behaved very differently in how it affects the character. I tried going back to the older versions of both that I had used before the fresh install but every thing still looks and behaves the same. Any ideas what I missed or did wrong?
BlueLight Posted October 19, 2015 Posted October 19, 2015 Thanks for improving skyrim for everyone. I'm sadly here not for congratulations but to state your requirements is out of date with your most recent version. Your requirements in the download page state FNIS 5.5 but with skeleton 3.29b, FNIS 6 is required. You do note it in the changelog but it would be nice if you had some mention in the main body of the page. Sorry to bother you and sorry about how rude this post sounds.
Groovtama Posted October 19, 2015 Author Posted October 19, 2015 Thanks for improving skyrim for everyone. I'm sadly here not for congratulations but to state your requirements is out of date with your most recent version. Your requirements in the download page state FNIS 5.5 but with skeleton 3.29b, FNIS 6 is required. You do note it in the changelog but it would be nice if you had some mention in the main body of the page. Sorry to bother you and sorry about how rude this post sounds. Title = XPMSE 3.21 Description = for XPMSE 3.21 Reason = XPMSE 3.21 is stable, 3.29 is not stable because, FNIS6 is not stable Result = If someone reports an issue with 3.29X because of the old description for 3.21, that someone can talk to a tree, same effect.
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