Groovtama Posted December 19, 2015 Author Posted December 19, 2015 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.
Septfox Posted December 22, 2015 Posted December 22, 2015 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?
Groovtama Posted December 22, 2015 Author Posted December 22, 2015 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?
Sacremas Posted December 22, 2015 Posted December 22, 2015 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.
InKal Posted December 22, 2015 Posted December 22, 2015 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
Groovtama Posted December 22, 2015 Author Posted December 22, 2015 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
Septfox Posted December 23, 2015 Posted December 23, 2015 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)
Groovtama Posted December 23, 2015 Author Posted December 23, 2015 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.
Septfox Posted December 23, 2015 Posted December 23, 2015 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 : |
Groovtama Posted December 23, 2015 Author Posted December 23, 2015 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.
Sid Posted December 27, 2015 Posted December 27, 2015 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 ?
Groovtama Posted December 27, 2015 Author Posted December 27, 2015 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.
Sid Posted December 28, 2015 Posted December 28, 2015 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 ?
Groovtama Posted December 28, 2015 Author Posted December 28, 2015 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"
Sid Posted December 29, 2015 Posted December 29, 2015 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.
handsandarrows Posted December 29, 2015 Posted December 29, 2015 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? 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!
Groovtama Posted December 29, 2015 Author Posted December 29, 2015 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? 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
Sid Posted January 3, 2016 Posted January 3, 2016 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.
Groovtama Posted January 3, 2016 Author Posted January 3, 2016 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.
Sid Posted January 3, 2016 Posted January 3, 2016 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.
Groovtama Posted January 3, 2016 Author Posted January 3, 2016 It's done, but in the MCM menu, everythings is ok except the Script and plugin. What Script? What plugin? Post a picture.
Sid Posted January 3, 2016 Posted January 3, 2016 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.
heehatatt Posted January 7, 2016 Posted January 7, 2016 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.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espClimatesOfTamriel.esmSchlongs of Skyrim - Core.esmSexLab.esmCreatureFramework.esmSexLabAroused.esmDevious Devices - Assets.esmokaazah.esmWinterholdDestruction.esmZaZAnimationPack.esmMiasLair.espDevious Devices - Integration.esmDevious Devices - Expansion.esmCampfire.esmScocLB.esmdaymoyl.esmparadise_halls.esmBeeingFemale.esmRaceCompatibility.esmSharedSeranaDialogue.esmhdtHighHeel.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espbarenziahquestmarkers.espwhistle.espazarhair.espEnhancedLightsandFX.espELFX - Dragonborn.espDANKFIXES.espWeapons & Armor Fixes_Remade.espOpenFaceGuardHelmets.espELFX - Exteriors.espTamriel Reloaded Trees.espELFX - Dawnguard.espExpandedWinterholdRuins.espCastleVolkiharImmersive.espClothing & Clutter Fixes.espSkyFalls + SkyMills + DG + DB.espSDO Full-LOD - Waterfall Effects.espSkyFalls Dragonborn Small waterfalls.espRealisticWaterTwo.espSounds of Skyrim.espfallentreebridges.espSkyRe_EnemyScaling.espELFXEnhancer.espRealShelter.espsanguinesDebauchery.espbetterinns.espOFBIS.espSoS - The Wilds.espOBIS.espOBISDB.espCivil War Overhaul.espSexLab_Solutions.espSoS - Civilization.espSDO Full-LOD - The Morthal Swamp Light.espWeapons & Armor_TrueOrcishWeapons.espWeapons & Armor_TrueWeaponsLvlLists.espHDT Havok Object.espaMidianBorn_ContentAddon.espSexLabNudeCreatures.espSexLabNudeCreaturesDB.espSexLabNudeCreaturesDG.espSexLab_DibellaCult.espSoS - The Dungeons.espCidhna Mine Expanded.espSkyRe_EncounterZones.espPerkusMaximus_Master.espPerMa Expansion 1 - Wintermyst.espPerkusMaximus_Mage.esphearthfireextended.espCaptured Dreams.espanimal_mansion.espSexLab-Stories.espTravel By Boat.espbettermorthal.espHentaiCreatures.espInconsequential NPCs.espSexLabSkoomaWhore.espRealisticWaterTwo - Legendary.espRun For Your Lives.espCloaks.espokaazah_update.espSMIM-Merged-All.espRealisticWaterTwo - Waves.espqayl.espsr_FillHerUp.espDeviously Cursed Loot.espSL Sleeping Necro.espSimpleSlavery.espsr_FillThemUp.espBrandingDeviceOfDoom.espadura_skyrimmerchantmod.espGetStripped.espSDO Full-LOD - Whiterun Trundra Creeks.espbetterdawnstar.espCalienteVanillaArmorTweaks.espSkyUI.espVioLens.espZipsuit.espzzEstrus.espPerkusMaximus_Thief.espPre PaMa CCF Wintermyst Patch.espaMidianborn_Skyforge_Weapons.espAMB Glass Variants Lore.espDifferently Ebony.espWeapons & Armor_FasterArrows.espMiraakFollower.espImperious - Races of Skyrim.espHeroineDistress.espMarriable Serana.espSexLab-AmorousAdventures.espzdd.espFrostfall.espRewardYourFollowers.espSexual Vampire Feed.espDevious Cidhna.espSexLab_Dialogues.espokaazah_dawnguard.esptavevillages.espBandit Patrols.espSkyRe_EnemyAI.espRealisticWaterTwo - Dragonborn.espS_L_U_T_S.espSexLab-StoriesDevious.espparadise_halls_fellglow_slave_camp.espMilkModNEW.espMilkModEconomy.esptaveriften.espDragon Combat Overhaul.espBetter Vampires.espCloaks - Dawnguard.espBrevi_MoonlightTalesEssentials.espVivid Landscapes.espdD - Enhanced Blood Main.espdD-Dragonborn-Dawnguard-EBT Patch.espdD-Reduced Splatter Size.espdD-Reduced Wound Size.espWATER Plants.espSpousesEnhanced.espSlaverun_Reloaded.espArgonian Access.espBetter Dynamic Snow.espMoss Rocks.espUnbelievable Grass Two.espbrawlbug-plugin.espDragon Soul Relinquishment.espRealisticWaterTwo - Waves - Dawnguard.espRealisticWaterTwo - Dawnguard.espSumOverPath.espSDO Full-LOD - Giant Campfires.espClimatesOfTamriel-Dungeons-Hazardous.espClimatesOfTamriel-Interiors-Warm.espCoT-WeatherPatch.espClimatesOfTamriel-Nights-Level-6.espWetandCold.espWetandCold - Ashes.espClimatesOfTamriel-Dragonborn-Patch.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Sound.espSoS - The Wilds-PatchCoTSounds.espClimatesOfTamriel-Sound-Dawnguard-Patch.espExpandedSnowSystems-CoT.espSupreme Storms - Cot Version.espWondersofWeather.espCoT-WeatherPatch_DB.espCoT-WeatherPatch_SupStorms.espRSPatch.espESS Patch for CoT DG Patch.espCoT-WeatherPatch_ESS.espCoT-WeatherPatch_NL4.espgetSnowy.espgetSnowy_WnC-Ashes Patch.espLokir's House.espImaginator BETA.espSOSALL.espSchlongs of Skyrim.espSOS - VectorPlexus Muscular Addon.espSOS - VectorPlexus Regular Addon.espMoreNastyCritters.espDevious Deviants.espNonSexLabAnimationPack.espApropos.espDeviousToys.espSexLabDefeat.espSerialStrip.espSerialStripper.espSexLab Aroused Creatures.espSexLab Extra Voices.espmslDeviousCaptures.esppchs_loansharks.espGagSFX.espDeviouslyHelpless.espBondage Straps.espPetCollar.espEpisodeParallax.espUIExtensions.espAddItemMenu.espPuppetMaster.espSexLab Sound FX Replacer.espFootprints.espDW.espSexlabScocLB.esp1nivWICCloaks.esp1nivWICSkyCloaksPatch.espPerkusMaximus_Warrior.espRaceCompatibilityUSKPOverride.espSlaveTats.espSDpatch - frostfall.espparadise_halls_farengars_study.espparadise_halls_SLExtension.espMarriable Serana HF.espSpousesEnhanced_Serana.espSoS - Civilization -PatchCoTSounds.espMilker Movil Armor.espHermaeus Mora's Caress.espJaxonzUtilities.espJaxonzRenamerParadiseHallsPatch.esptorches for realistic lighting.esptentacleArmor.espdD - Realistic Ragdoll Force - Realistic.espRaceMenu.espRaceMenuPlugin.espRaceMenuMorphsCBBE.espDual Sheath Redux.espMilkModNEW AB.espMilkModNEW HF.espMilkModNEW ZaZ.espBeeingFemaleBasicAddOn.espBlush When Aroused.espBlush When Aroused CE.espSexLab_DibellaCult_Sisters.espDibellas Grace.espEquipSchlong.espSOS Equipable Schlong.espSOS Schlong Controller.espSpanking.espLFGCustom.espSerana.espEstrusChaurus.espAzarHairPonyTail 03 - Havok.espKS Hairdos - HDT.espMinimalHUD.espImportantInformationOverhaul.espNewmillerPiercings3.espNewmillerPiercings2.espSLSW Addicted.espScribeOverlays.espPerMa_USLEEP master patch.espSOSRaceMenu.espPre PaMa WAFR Patch.espPerMa-Content Addon Patch.espQuick Start - Skip the Opening Sequence.esptheeyesofbeauty.espFNIS.espXPMSE.espPatchusMaximus.espDual Sheath Redux Patch.esp Plox and thank you in advance.
VVilly Posted January 7, 2016 Posted January 7, 2016 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.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.esp dD - Realistic Ragdoll Force - Realistic.esp SkyUI.esp RaceMenu.espRaceMenuOverlays.espRaceMenuPlugin.espRaceMenuMorphsUUNP.espSOSRaceMenu.esp XPMSE.espFNIS.esp Alternate Start - Live Another Life.esp
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