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XP32 Maximum Skeleton (Special) Extended - XPMS(S)E


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Posted

groov i found a comptely situational bug related to the camera switch bug.

 

basicaly its caused by the camera switch bug u been fixing. i still get the camera switch bug maybe once  in a while.

 

basicaly if the camera bug hits when u in the detached cammera for sexlab aniimation (i manualy go into it not the auto) it can causes your favs, tab menu and realy any menu besides escape menu not to come up when u in normal camera u have to switch back to the detached camera for them to show and u have to keep going back to that camera mode to access them. its like the camea modes got swaped. its a comptely situational bug lol.

 

so you know i have most updated skeleton and all companions/ custom companions i have updadted their skletons.

 

keep up the good work dont let all those who dont read wear u down.

I can't fix such a scenario, because the problem is not my part where I detect if you are in third person but the forcethirdperson of fnis itself.

Posted

Using your XPMSE plugin to move weapons to different nodes seems to cause them to no longer be affected by ECE's positional sliders, despite it apparently addressing the right destination nodes.

 

Have I missed a setting or something, or are the two simply incompatible in this case?

Posted

Using your XPMSE plugin to move weapons to different nodes seems to cause them to no longer be affected by ECE's positional sliders, despite it apparently addressing the right destination nodes.

 

Have I missed a setting or something, or are the two simply incompatible in this case?

They should work fine together, NiO attaches to MOV which comes after CME so they should not touch each other.ECE inis got an update in the last few XPMSE versions because support for some styles were missing. Does it happen with any style, or just a select few?

Posted

Just to let you know I updated to your new XPSME latest version with my new game, previously when I tried it my SKSE co-save swelled a lot and made me unable to use autosave anymore (it took 5+ minutes). With the new skeleton I have no such issues with much the same load order, it's working perfectly. Thanks for all your hard work and dedication to this.

Posted

I don't know if this is the right thread but you guys are Wizards. Would you kindly look at this:

 

http://imgur.com/VuLE8ka

 

and please tell me WTF??

 

- CBBE

- CHSHBC V3t

- CBBE Textures Replacer

- HDT 14.28

- Skeleton 3.64 (all requirements installed) default options

 

 

ps. can't feel my legs :PPP

Posted

I don't know if this is the right thread but you guys are Wizards. Would you kindly look at this:

 

http://imgur.com/VuLE8ka

 

and please tell me WTF??

 

- CBBE

- CHSHBC V3t

- CBBE Textures Replacer

- HDT 14.28

- Skeleton 3.64 (all requirements installed) default options

 

 

ps. can't feel my legs :PPP

body replacer with bad skinning or animation with bad animating 

Posted

 

Using your XPMSE plugin to move weapons to different nodes seems to cause them to no longer be affected by ECE's positional sliders, despite it apparently addressing the right destination nodes.

 

Have I missed a setting or something, or are the two simply incompatible in this case?

They should work fine together, NiO attaches to MOV which comes after CME so they should not touch each other.ECE inis got an update in the last few XPMSE versions because support for some styles were missing. Does it happen with any style, or just a select few?

 

 

Huh, that's exactly how I thought it worked.

 

I tried changing Sword > sword on back, Dagger to either position, and both Quivers and Bolts to all available positions. However, I think it affects all weapons, because the sliders are "broken"; I manually swapped the Quiver and BackHipQuiver (or whatever it's called) nodes in Nifskope, disabled the XPMSE plugin so it was a non-issue, and found I still couldn't move the latter at all. Which pointed me to the seemingly-correct sliderconfig.

 

Changing the slider type to 202 ("scaling" I believe, though in practice the difference seems vague at best) and adding a Dummy fixes things. Doing either exclusively leaves it nonfunctional.

This is odd to me, because this is the same sort of nonsense that ECE does if a node in the line of a 203-slider isn't present (e.g. back in the day when we had 20 different skeleton variants around, and only XPMS had all the extra nodes), necessitating the above change or the slider didn't work right.

And as we both know full well, in this case all the nodes are present. So the configuration you shipped it with should have worked perfectly. I don't know what the hell is going on with it :v

 

 

So in summary, this

$CME_DaggerPositionZ, 2072, 203, CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

becomes this

$CME_DaggerPositionZ, 2072, 202, Dummy, 1, +CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

And things start working properly. Tested on daggers, quivers and longswords. Wouldn't think we'd need sliders written like such in this day and age, but eh...ECE is as twitchy and randomly buggy as ever.

 

Edit: despite the above change, I can't seem to get the WeaponBack node to move its ass at all when it's in the default place (e.g. a greatsword or greataxe is equipped and using the default style). I would guess there's something going a bit pear-shaped when NiO is called to move WeaponBack to its normal parent. Assigning them each to their own SWP works fine and seems to be the same aesthetically, though, so whatever.

 

Edit again: changing the slider type back to 203 "fixes" moving back weapons with default styles, but breaks them with others. Did you encounter this in testing then, and that's why the SWP nodes exist, to give the player a vanilla style?

 

 

---

 

 

Unrelated "bug"/curiosity, since I'm here anyway: your simplified Breast Scale slider combined with HDT does bad things when set to <0. On game load, 90% of the time the physics will freak out, and the breasts start flapping around everywhere.

 

The only thing that calms the character's tits when this happens is setting the scale >0, saving and reloading. Though, I did notice that even when just set to 0, at idle they'd jitter randomly more than I'd consider "normal", probably since "0" is actually 0.9...

 

 

Using the following older slider configuration enables <0 setting without HDT panic and generally makes them more stable/less jittery at rest, with no apparent bad side-effects for >0. I don't recall if I originally pulled it from XPMSE 2.41 or ECE 0.86, I imagine you'll recognize it if it's yours.

$CME_BreastScale, 911, 2, Dummy, 0.9, NPC L Breast, (x):(0.1):(x > 0.1), NPC R Breast, (x):(0.1):(x > 0.1), NPC L Breast01, (1 / x):(10):(x > 0.1), NPC R Breast01, (1 / x):(10):(x > 0.1)
Posted

 

 

Using your XPMSE plugin to move weapons to different nodes seems to cause them to no longer be affected by ECE's positional sliders, despite it apparently addressing the right destination nodes.

 

Have I missed a setting or something, or are the two simply incompatible in this case?

They should work fine together, NiO attaches to MOV which comes after CME so they should not touch each other.ECE inis got an update in the last few XPMSE versions because support for some styles were missing. Does it happen with any style, or just a select few?

 

 

Huh, that's exactly how I thought it worked.

 

I tried changing Sword > sword on back, Dagger to either position, and both Quivers and Bolts to all available positions. However, I think it affects all weapons, because the sliders are "broken"; I manually swapped the Quiver and BackHipQuiver (or whatever it's called) nodes in Nifskope, disabled the XPMSE plugin so it was a non-issue, and found I still couldn't move the latter at all. Which pointed me to the seemingly-correct sliderconfig.

 

Changing the slider type to 202 ("scaling" I believe, though in practice the difference seems vague at best) and adding a Dummy fixes things. Doing either exclusively leaves it nonfunctional.

This is odd to me, because this is the same sort of nonsense that ECE does if a node in the line of a 203-slider isn't present (e.g. back in the day when we had 20 different skeleton variants around, and only XPMS had all the extra nodes), necessitating the above change or the slider didn't work right.

And as we both know full well, in this case all the nodes are present. So the configuration you shipped it with should have worked perfectly. I don't know what the hell is going on with it :v

 

 

So in summary, this

$CME_DaggerPositionZ, 2072, 203, CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

becomes this

$CME_DaggerPositionZ, 2072, 202, Dummy, 1, +CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

And things start working properly. Tested on daggers, quivers and longswords. Wouldn't think we'd need sliders written like such in this day and age, but eh...ECE is as twitchy and randomly buggy as ever.

 

Edit: despite the above change, I can't seem to get the WeaponBack node to move its ass at all when it's in the default place (e.g. a greatsword or greataxe is equipped and using the default style). I would guess there's something going a bit pear-shaped when NiO is called to move WeaponBack to its normal parent. Assigning them each to their own SWP works fine and seems to be the same aesthetically, though, so whatever.

 

Edit again: changing the slider type back to 203 "fixes" moving back weapons with default styles, but breaks them with others. Did you encounter this in testing then, and that's why the SWP nodes exist, to give the player a vanilla style?

 

 

---

 

 

Unrelated "bug"/curiosity, since I'm here anyway: your simplified Breast Scale slider combined with HDT does bad things when set to <0. On game load, 90% of the time the physics will freak out, and the breasts start flapping around everywhere.

 

The only thing that calms the character's tits when this happens is setting the scale >0, saving and reloading. Though, I did notice that even when just set to 0, at idle they'd jitter randomly more than I'd consider "normal", probably since "0" is actually 0.9...

 

 

Using the following older slider configuration enables <0 setting without HDT panic and generally makes them more stable/less jittery at rest, with no apparent bad side-effects for >0. I don't recall if I originally pulled it from XPMSE 2.41 or ECE 0.86, I imagine you'll recognize it if it's yours.

$CME_BreastScale, 911, 2, Dummy, 0.9, NPC L Breast, (x):(0.1):(x > 0.1), NPC R Breast, (x):(0.1):(x > 0.1), NPC L Breast01, (1 / x):(10):(x > 0.1), NPC R Breast01, (1 / x):(10):(x > 0.1)

 

Will implement the weapon fixes in 3.64, for the breast slider the range of the slider is 0.9 if you double the slider range you get into the 0.0 range, I didn't put guards in because people complained that they couldn't make it smaller than 0.9. Skyrim should work with 3 digits after the dot, so minimum should be 0.999. Maybe rounding errors or so. I will put the guards in again, not that big of a deal.

 

Also your 1 after the the default should be an "x" otherwise it is a constant.

Wrong:

$CME_DaggerPositionZ, 2072, 202, Dummy, 1, +CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

Fixed:

$CME_DaggerPositionZ, 2072, 202, Dummy, 1, +CME WeaponDaggerDefault, x, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

My guess why 203 doesn't work is that either you need to remove the + before the others because all sliders are position by default or you can't sequence position sliders. But because documentation of ECE on the syntax is like 5 lines no clue. I think you 202 solution is the best option, because it looks cleaner and would probably work in more cases than trying 203 without "+" before node names.

 

Edit: Try 3.65 it should have all the fixes that I could make out from the information you have given me, problem is probably type 3 sliders in ECE being limited to one node, namely the first node, and for sequencing you need type 2, "+" identifier and the dummy node.

Posted

 

Will implement the weapon fixes in 3.64, for the breast slider the range of the slider is 0.9 if you double the slider range you get into the 0.0 range, I didn't put guards in because people complained that they couldn't make it smaller than 0.9. Skyrim should work with 3 digits after the dot, so minimum should be 0.999. Maybe rounding errors or so. I will put the guards in again, not that big of a deal.

 

Ah, guards...is that what all that is. I've always wondered.

If that's all it is, though, I wonder why when the "unguarded" slider was perfectly centered, I was still getting some intermittent jitter.

 

 

Also your 1 after the the default should be an "x" otherwise it is a constant.

 

Oh godammit. I knew it looked wrong somehow. Wonder how many times I squinted at it while the obvious problem stared me in the face.

That fixes everything.

 

 

My guess why 203 doesn't work is that either you need to remove the + before the others because all sliders are position by default or you can't sequence position sliders. But because documentation of ECE on the syntax is like 5 lines no clue. I think you 202 solution is the best option, because it looks cleaner and would probably work in more cases than trying 203 without "+" before node names.

 

 

The above in mind, I tried a couple things, because as you've pointed out it's not like we have a particularly large amount of documentation to go on otherwise.

 

Changing it back to a 203 and removing the +'s resulted in only the first node working

Changing it to 202, but leaving the positioning numbers, causes it function as a positioning slider (note: no + and no Dummy)

Changing it to 203 and removing the positioning (leaving it to scale) did nothing

 

I don't think that + prompts the node to shift to positioning rather than scaling; based on the above, I'm fairly certain that it automatically goes to positioning if you assign it x/y/z numbers.

Rather, + adds the sequencing (or based on its behavior, perhaps creates a small temporary array), but only provided the circumstances are right. What the circumstances actually are, aside from the single usage case we already know, is anyone's guess.

 

It looks like 202 can only position one node (+ing more does nothing), unless a Dummy is provided (anywhere in the line, curiously), in which case every additional node will move by x*position, regardless of whether or not the nodes being addressed are actually present. Which was certainly useful back in the day.

 

The thing I can't really figure out is, why 203 even exists. It apparently can't actually address multiple nodes (Dummy being present doesn't work), and it can't perform scaling. Unless there's some undocumented feature for it alone, or using the Dummy+202 has some downside that has never once come up, it's pretty much pointless.

 

 

Dunno. I've screwed around with it enough for now, maybe later I'll peek at the source to try and see if any of my guesses are right. For now, things are figured out, stuff is fixed, and we know now to just 202 everything and make everyone's life easier : |

Posted

 

 

Will implement the weapon fixes in 3.64, for the breast slider the range of the slider is 0.9 if you double the slider range you get into the 0.0 range, I didn't put guards in because people complained that they couldn't make it smaller than 0.9. Skyrim should work with 3 digits after the dot, so minimum should be 0.999. Maybe rounding errors or so. I will put the guards in again, not that big of a deal.

 

Ah, guards...is that what all that is. I've always wondered.

If that's all it is, though, I wonder why when the "unguarded" slider was perfectly centered, I was still getting some intermittent jitter.

 

 

Also your 1 after the the default should be an "x" otherwise it is a constant.

 

Oh godammit. I knew it looked wrong somehow. Wonder how many times I squinted at it while the obvious problem stared me in the face.

That fixes everything.

 

 

My guess why 203 doesn't work is that either you need to remove the + before the others because all sliders are position by default or you can't sequence position sliders. But because documentation of ECE on the syntax is like 5 lines no clue. I think you 202 solution is the best option, because it looks cleaner and would probably work in more cases than trying 203 without "+" before node names.

 

 

The above in mind, I tried a couple things, because as you've pointed out it's not like we have a particularly large amount of documentation to go on otherwise.

 

Changing it back to a 203 and removing the +'s resulted in only the first node working

Changing it to 202, but leaving the positioning numbers, causes it function as a positioning slider (note: no + and no Dummy)

Changing it to 203 and removing the positioning (leaving it to scale) did nothing

 

I don't think that + prompts the node to shift to positioning rather than scaling; based on the above, I'm fairly certain that it automatically goes to positioning if you assign it x/y/z numbers.

Rather, + adds the sequencing (or based on its behavior, perhaps creates a small temporary array), but only provided the circumstances are right. What the circumstances actually are, aside from the single usage case we already know, is anyone's guess.

 

It looks like 202 can only position one node (+ing more does nothing), unless a Dummy is provided (anywhere in the line, curiously), in which case every additional node will move by x*position, regardless of whether or not the nodes being addressed are actually present. Which was certainly useful back in the day.

 

The thing I can't really figure out is, why 203 even exists. It apparently can't actually address multiple nodes (Dummy being present doesn't work), and it can't perform scaling. Unless there's some undocumented feature for it alone, or using the Dummy+202 has some downside that has never once come up, it's pretty much pointless.

 

 

Dunno. I've screwed around with it enough for now, maybe later I'll peek at the source to try and see if any of my guesses are right. For now, things are figured out, stuff is fixed, and we know now to just 202 everything and make everyone's life easier : |

 

Like expired said ECE is hacky, that is also what I think about it, and that is also why type 3 exists. It would be practically better to just have type2, type 1 are morphs, and have scaling for no identicator, + for position and - for rotating. But everything in ECE is somehow half assed.

 

I also saw that ECEE got an update after ECE 1.4 I will add a patch later today for it also.

Posted

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Posted

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

Posted

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

Posted

 

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

 

http://www.nexusmods.com/skyrim/mods/68000/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D68000&pUp=1

 

"Making Ningheim Race compatible with XPMSE"

Posted

 

 

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

 

http://www.nexusmods.com/skyrim/mods/68000/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D68000&pUp=1

 

"Making Ningheim Race compatible with XPMSE"

 

Thanks a lot.

Posted

Thank you for keeping up work on this! I have recently install 3.67 and everything work great... but i use ECE and ECEE, and i just saw there is an update that include changes for these... any chance you could give me only the changed file?  :blush: I don't want reinstall whole thing for 3.68, and i can imagine it is only new .ini file... unless 3.68 change requires reinstall of all file, then i am sorry!

Posted

Thank you for keeping up work on this! I have recently install 3.67 and everything work great... but i use ECE and ECEE, and i just saw there is an update that include changes for these... any chance you could give me only the changed file?  :blush: I don't want reinstall whole thing for 3.68, and i can imagine it is only new .ini file... unless 3.68 change requires reinstall of all file, then i am sorry!

 

11 XPMSE3 Plugin Enhanced Character Edit Enhancer Compatibility for Enhanced Character Edit.7z

Posted

 

 

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

 

http://www.nexusmods.com/skyrim/mods/68000/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D68000&pUp=1

 

"Making Ningheim Race compatible with XPMSE"

 

Sorry, me again.

Each time I try to extract the folder ''07 XPMSE3 (Recommended)'', it says Invalid compression method. all the files inside are 0Ko.

I tried to dwonlaod from Loverlab or Nexus, same result.

Posted

 

 

 

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

 

http://www.nexusmods.com/skyrim/mods/68000/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D68000&pUp=1

 

"Making Ningheim Race compatible with XPMSE"

 

Sorry, me again.

Each time I try to extract the folder ''07 XPMSE3 (Recommended)'', it says Invalid compression method. all the files inside are 0Ko.

I tried to dwonlaod from Loverlab or Nexus, same result.

 

Use the latest WinRAR or 7-zip.

Posted

 

 

 

 

 

Hey guys, is anyone has the same bug as me, I couldn't put any hoods on and I have the MCM menu on the list but inside it's empty. Anyone knows what is it ?

Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually.

 

Look at the information page in the XPMSE MCM Menu.

 

Thanks Groovtama, sorry for such a obvious answer. Where do I find the XPMSE skeleton ? I already tried to place the the XMPS Skeleton

(skeleton_female.nif and skeleton_female.hkx) from Data\meshes\actors\character\character assets female into Data\meshes\actors\character\Ningheim\female\character assets female

but no result.

Do you have any clue ?

 

http://www.nexusmods.com/skyrim/mods/68000/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D68000&pUp=1

 

"Making Ningheim Race compatible with XPMSE"

 

Sorry, me again.

Each time I try to extract the folder ''07 XPMSE3 (Recommended)'', it says Invalid compression method. all the files inside are 0Ko.

I tried to dwonlaod from Loverlab or Nexus, same result.

 

Use the latest WinRAR or 7-zip.

 

It's done, but in the MCM menu, everythings is ok except the Script and plugin.

Posted

 

It's done, but in the MCM menu, everythings is ok except the Script and plugin.

 

 

What Script? What plugin? Post a picture.

 

Ok so, I got a flash in my head, and I was just missing the NetImmerse Override . 

Anyway, thank you for your patience Groovtama, I hope it will be my last problem.

Posted

As stated in previous posts, you guys are indeed wizards here, and I also do not know if this is the correct thread.
 
Basically, something is fucking itself over, breasts, butt, and belly glitch out and flop randomly , or get crushed. Breasts don't scale properly (not that they worked properly in the first place) i've mainly attributed this to me screwing up with the skeleton somewhere along the line.
 
Any suggestions?
 
My load order (should it be releveant)

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
ClimatesOfTamriel.esm
Schlongs of Skyrim - Core.esm
SexLab.esm
CreatureFramework.esm
SexLabAroused.esm
Devious Devices - Assets.esm
okaazah.esm
WinterholdDestruction.esm
ZaZAnimationPack.esm
MiasLair.esp
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Campfire.esm
ScocLB.esm
daymoyl.esm
paradise_halls.esm
BeeingFemale.esm
RaceCompatibility.esm
SharedSeranaDialogue.esm
hdtHighHeel.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
barenziahquestmarkers.esp
whistle.esp
azarhair.esp
EnhancedLightsandFX.esp
ELFX - Dragonborn.esp
DANKFIXES.esp
Weapons & Armor Fixes_Remade.esp
OpenFaceGuardHelmets.esp
ELFX - Exteriors.esp
Tamriel Reloaded Trees.esp
ELFX - Dawnguard.esp
ExpandedWinterholdRuins.esp
CastleVolkiharImmersive.esp
Clothing & Clutter Fixes.esp
SkyFalls + SkyMills + DG + DB.esp
SDO Full-LOD - Waterfall Effects.esp
SkyFalls Dragonborn Small waterfalls.esp
RealisticWaterTwo.esp
Sounds of Skyrim.esp
fallentreebridges.esp
SkyRe_EnemyScaling.esp
ELFXEnhancer.esp
RealShelter.esp
sanguinesDebauchery.esp
betterinns.esp
OFBIS.esp
SoS - The Wilds.esp
OBIS.esp
OBISDB.esp
Civil War Overhaul.esp
SexLab_Solutions.esp
SoS - Civilization.esp
SDO Full-LOD - The Morthal Swamp Light.esp
Weapons & Armor_TrueOrcishWeapons.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
HDT Havok Object.esp
aMidianBorn_ContentAddon.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
SexLab_DibellaCult.esp
SoS - The Dungeons.esp
Cidhna Mine Expanded.esp
SkyRe_EncounterZones.esp
PerkusMaximus_Master.esp
PerMa Expansion 1 - Wintermyst.esp
PerkusMaximus_Mage.esp
hearthfireextended.esp
Captured Dreams.esp
animal_mansion.esp
SexLab-Stories.esp
Travel By Boat.esp
bettermorthal.esp
HentaiCreatures.esp
Inconsequential NPCs.esp
SexLabSkoomaWhore.esp
RealisticWaterTwo - Legendary.esp
Run For Your Lives.esp
Cloaks.esp
okaazah_update.esp
SMIM-Merged-All.esp
RealisticWaterTwo - Waves.esp
qayl.esp
sr_FillHerUp.esp
Deviously Cursed Loot.esp
SL Sleeping Necro.esp
SimpleSlavery.esp
sr_FillThemUp.esp
BrandingDeviceOfDoom.esp
adura_skyrimmerchantmod.esp
GetStripped.esp
SDO Full-LOD - Whiterun Trundra Creeks.esp
betterdawnstar.esp
CalienteVanillaArmorTweaks.esp
SkyUI.esp
VioLens.esp
Zipsuit.esp
zzEstrus.esp
PerkusMaximus_Thief.esp
Pre PaMa CCF Wintermyst Patch.esp
aMidianborn_Skyforge_Weapons.esp
AMB Glass Variants Lore.esp
Differently Ebony.esp
Weapons & Armor_FasterArrows.esp
MiraakFollower.esp
Imperious - Races of Skyrim.esp
HeroineDistress.esp
Marriable Serana.esp
SexLab-AmorousAdventures.esp
zdd.esp
Frostfall.esp
RewardYourFollowers.esp
Sexual Vampire Feed.esp
Devious Cidhna.esp
SexLab_Dialogues.esp
okaazah_dawnguard.esp
tavevillages.esp
Bandit Patrols.esp
SkyRe_EnemyAI.esp
RealisticWaterTwo - Dragonborn.esp
S_L_U_T_S.esp
SexLab-StoriesDevious.esp
paradise_halls_fellglow_slave_camp.esp
MilkModNEW.esp
MilkModEconomy.esp
taveriften.esp
Dragon Combat Overhaul.esp
Better Vampires.esp
Cloaks - Dawnguard.esp
Brevi_MoonlightTalesEssentials.esp
Vivid Landscapes.esp
dD - Enhanced Blood Main.esp
dD-Dragonborn-Dawnguard-EBT Patch.esp
dD-Reduced Splatter Size.esp
dD-Reduced Wound Size.esp
WATER Plants.esp
SpousesEnhanced.esp
Slaverun_Reloaded.esp
Argonian Access.esp
Better Dynamic Snow.esp
Moss Rocks.esp
Unbelievable Grass Two.esp
brawlbug-plugin.esp
Dragon Soul Relinquishment.esp
RealisticWaterTwo - Waves - Dawnguard.esp
RealisticWaterTwo - Dawnguard.esp
SumOverPath.esp
SDO Full-LOD - Giant Campfires.esp
ClimatesOfTamriel-Dungeons-Hazardous.esp
ClimatesOfTamriel-Interiors-Warm.esp
CoT-WeatherPatch.esp
ClimatesOfTamriel-Nights-Level-6.esp
WetandCold.esp
WetandCold - Ashes.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Sound.esp
SoS - The Wilds-PatchCoTSounds.esp
ClimatesOfTamriel-Sound-Dawnguard-Patch.esp
ExpandedSnowSystems-CoT.esp
Supreme Storms - Cot Version.esp
WondersofWeather.esp
CoT-WeatherPatch_DB.esp
CoT-WeatherPatch_SupStorms.esp
RSPatch.esp
ESS Patch for CoT DG Patch.esp
CoT-WeatherPatch_ESS.esp
CoT-WeatherPatch_NL4.esp
getSnowy.esp
getSnowy_WnC-Ashes Patch.esp
Lokir's House.esp
Imaginator BETA.esp
SOSALL.esp
Schlongs of Skyrim.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
MoreNastyCritters.esp
Devious Deviants.esp
NonSexLabAnimationPack.esp
Apropos.esp
DeviousToys.esp
SexLabDefeat.esp
SerialStrip.esp
SerialStripper.esp
SexLab Aroused Creatures.esp
SexLab Extra Voices.esp
mslDeviousCaptures.esp
pchs_loansharks.esp
GagSFX.esp
DeviouslyHelpless.esp
Bondage Straps.esp
PetCollar.esp
EpisodeParallax.esp
UIExtensions.esp
AddItemMenu.esp
PuppetMaster.esp
SexLab Sound FX Replacer.esp
Footprints.esp
DW.esp
SexlabScocLB.esp
1nivWICCloaks.esp
1nivWICSkyCloaksPatch.esp
PerkusMaximus_Warrior.esp
RaceCompatibilityUSKPOverride.esp
SlaveTats.esp
SDpatch - frostfall.esp
paradise_halls_farengars_study.esp
paradise_halls_SLExtension.esp
Marriable Serana HF.esp
SpousesEnhanced_Serana.esp
SoS - Civilization -PatchCoTSounds.esp
Milker Movil Armor.esp
Hermaeus Mora's Caress.esp
JaxonzUtilities.esp
JaxonzRenamerParadiseHallsPatch.esp
torches for realistic lighting.esp
tentacleArmor.esp
dD - Realistic Ragdoll Force - Realistic.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuMorphsCBBE.esp
Dual Sheath Redux.esp
MilkModNEW AB.esp
MilkModNEW HF.esp
MilkModNEW ZaZ.esp
BeeingFemaleBasicAddOn.esp
Blush When Aroused.esp
Blush When Aroused CE.esp
SexLab_DibellaCult_Sisters.esp
Dibellas Grace.esp
EquipSchlong.esp
SOS Equipable Schlong.esp
SOS Schlong Controller.esp
Spanking.esp
LFGCustom.esp
Serana.esp
EstrusChaurus.esp
AzarHairPonyTail 03 - Havok.esp
KS Hairdos - HDT.esp
MinimalHUD.esp
ImportantInformationOverhaul.esp
NewmillerPiercings3.esp
NewmillerPiercings2.esp
SLSW Addicted.esp
ScribeOverlays.esp
PerMa_USLEEP master patch.esp
SOSRaceMenu.esp
Pre PaMa WAFR Patch.esp
PerMa-Content Addon Patch.esp
Quick Start - Skip the Opening Sequence.esp
theeyesofbeauty.esp
FNIS.esp
XPMSE.esp
PatchusMaximus.esp
Dual Sheath Redux Patch.esp


 
Plox and thank you in advance.

Posted

When I change weapon position (of course with enabled option "Style fitting animations") it changes but default animations for 3rd person view remain (in other words - i don't get any animations). Where could be the problem? I'm using XPMSE 3.70, FNIS 6.2 and RaceMenu 3.4.5, installed them with Mod Organizer. For testing purposes i disabled other mods and use the following load order:

 

Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp

dD - Realistic Ragdoll Force - Realistic.esp

SkyUI.esp

RaceMenu.esp
RaceMenuOverlays.esp
RaceMenuPlugin.esp
RaceMenuMorphsUUNP.esp
SOSRaceMenu.esp

XPMSE.esp
FNIS.esp

Alternate Start - Live Another Life.esp

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