Groovtama Posted January 7, 2016 Author 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.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 Post a FNIS Generator log.
VVilly Posted January 8, 2016 Posted January 8, 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.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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character)
Arhon Posted January 8, 2016 Posted January 8, 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.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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you.
VVilly Posted January 8, 2016 Posted January 8, 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.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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you. Ok, the sequence was following. I started a new game. Then in MCM i changed weapon position. After that i entered racemenu and there in weapon section put according sliders to zero. Then I entered MCM and changed position once more. Bur still no change in animations. So, unfortunately, your method doesn't work for me. But thanks for the advice, maybe it will help someone else here. UPD 09.01.2016: Finally I found where the problem was. I applied only "Skeleton arm fix" patch according to the minimum recommended by FAQ on the 1st page and now everything works perfectly. But what to do if some animation pack will require "Gender specific animation" patch?
lambient1988 Posted January 11, 2016 Posted January 11, 2016 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. Please help sir Groovtama, I am having the same issue but I am not even using NiOverride. Infact, none of my RaceMenu files are being overwritten. EDIT: Here is my load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp EFFCore.esm Schlongs of Skyrim - Core.esm Heels Sound.esm ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm SGHairPackBase.esm hdtHighHeel.esm RaceCompatibility.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp SCO Summer Edition.esp immersive roads.esp SkyFalls + SkyMills + DG + DB.esp SDO Full-LOD - Waterfall Effects.esp SkyFalls Dragonborn Small waterfalls.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Realistic Lighting Overhaul - Major City Interiors.esp RealisticWaterTwo.esp Realistic Lighting Overhaul - Major City Exteriors.esp Realistic Lighting Overhaul - Dungeons.esp CinematicFireFX.esp RealisticWaterTwo - Legendary.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp NPC_Overhaul_V_1_.esp Cloaks.esp UltimateSummons(NOJP).esp fallentreebridges.esp SDO Full-LOD - Whiterun Trundra Creeks.esp SMIM-Merged-All.esp Watercolor_for_ENB_RWT.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp dD - Realistic Ragdoll Force - Realistic.esp EFFDialogue.esp UIExtensions.esp SkyUI.esp FNIS.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp RaceMenu.esp RaceMenuPlugin.esp XPMSE.esp 12FemaleBrows.esp KS Hairdo's.esp SGHairPackAIO.esp ggxhair.esp ggxTdaMiku.esp numenume Hair.esp Eyes of Aber.esp Animated Dragon Wings.esp Remodeled Armor - Vanilla Replacer.esp P1FlyingRing.esp AddItemMenu.esp XXYoulanHH.esp Colorful_Magic.esp SofiaFollower.esp SDO Full-LOD - Giant Campfires.esp Cloaks - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Luxury Collection.esp Seductress Serana.esp TERAArmors_CBBE.esp Ning's Magic Light.esp DEM Ritual.esp [HDT-SMP]HairPack.esp TheEyesOfBeauty.esp heimu99.esp BBP_ArmorPack.esp BBP_ArmorPack2.esp BnS Red Bird Outfit.esp HDTTailsEquipable.esp DudestiaOutfitChanger.esp FemaleUlfric.esp JarlLailaMakeover.esp Follower Onean.esp Throwing Dart.esp brawlbug-plugin.esp DeadlyCombat.esp Shalamayne - Johnskyrim.esp Headtracking.esp Warglaive of Azzinoth.esp SOSRaceMenu.esp
Groovtama Posted January 11, 2016 Author Posted January 11, 2016 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. Please help sir Groovtama, I am having the same issue but I am not even using NiOverride. Infact, none of my RaceMenu files are being overwritten. EDIT: Here is my load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp EFFCore.esm Schlongs of Skyrim - Core.esm Heels Sound.esm ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm SGHairPackBase.esm hdtHighHeel.esm RaceCompatibility.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp SCO Summer Edition.esp immersive roads.esp SkyFalls + SkyMills + DG + DB.esp SDO Full-LOD - Waterfall Effects.esp SkyFalls Dragonborn Small waterfalls.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Realistic Lighting Overhaul - Major City Interiors.esp RealisticWaterTwo.esp Realistic Lighting Overhaul - Major City Exteriors.esp Realistic Lighting Overhaul - Dungeons.esp CinematicFireFX.esp RealisticWaterTwo - Legendary.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp NPC_Overhaul_V_1_.esp Cloaks.esp UltimateSummons(NOJP).esp fallentreebridges.esp SDO Full-LOD - Whiterun Trundra Creeks.esp SMIM-Merged-All.esp Watercolor_for_ENB_RWT.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp dD - Realistic Ragdoll Force - Realistic.esp EFFDialogue.esp UIExtensions.esp SkyUI.esp FNIS.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp RaceMenu.esp RaceMenuPlugin.esp XPMSE.esp 12FemaleBrows.esp KS Hairdo's.esp SGHairPackAIO.esp ggxhair.esp ggxTdaMiku.esp numenume Hair.esp Eyes of Aber.esp Animated Dragon Wings.esp Remodeled Armor - Vanilla Replacer.esp P1FlyingRing.esp AddItemMenu.esp XXYoulanHH.esp Colorful_Magic.esp SofiaFollower.esp SDO Full-LOD - Giant Campfires.esp Cloaks - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Luxury Collection.esp Seductress Serana.esp TERAArmors_CBBE.esp Ning's Magic Light.esp DEM Ritual.esp [HDT-SMP]HairPack.esp TheEyesOfBeauty.esp heimu99.esp BBP_ArmorPack.esp BBP_ArmorPack2.esp BnS Red Bird Outfit.esp HDTTailsEquipable.esp DudestiaOutfitChanger.esp FemaleUlfric.esp JarlLailaMakeover.esp Follower Onean.esp Throwing Dart.esp brawlbug-plugin.esp DeadlyCombat.esp Shalamayne - Johnskyrim.esp Headtracking.esp Warglaive of Azzinoth.esp SOSRaceMenu.esp Look in the XPMSE MCM at the Information Page or post a picture.
lambient1988 Posted January 11, 2016 Posted January 11, 2016 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. Please help sir Groovtama, I am having the same issue but I am not even using NiOverride. Infact, none of my RaceMenu files are being overwritten. EDIT: Here is my load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp EFFCore.esm Schlongs of Skyrim - Core.esm Heels Sound.esm ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm SGHairPackBase.esm hdtHighHeel.esm RaceCompatibility.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp SCO Summer Edition.esp immersive roads.esp SkyFalls + SkyMills + DG + DB.esp SDO Full-LOD - Waterfall Effects.esp SkyFalls Dragonborn Small waterfalls.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Realistic Lighting Overhaul - Major City Interiors.esp RealisticWaterTwo.esp Realistic Lighting Overhaul - Major City Exteriors.esp Realistic Lighting Overhaul - Dungeons.esp CinematicFireFX.esp RealisticWaterTwo - Legendary.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp NPC_Overhaul_V_1_.esp Cloaks.esp UltimateSummons(NOJP).esp fallentreebridges.esp SDO Full-LOD - Whiterun Trundra Creeks.esp SMIM-Merged-All.esp Watercolor_for_ENB_RWT.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp dD - Realistic Ragdoll Force - Realistic.esp EFFDialogue.esp UIExtensions.esp SkyUI.esp FNIS.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp RaceMenu.esp RaceMenuPlugin.esp XPMSE.esp 12FemaleBrows.esp KS Hairdo's.esp SGHairPackAIO.esp ggxhair.esp ggxTdaMiku.esp numenume Hair.esp Eyes of Aber.esp Animated Dragon Wings.esp Remodeled Armor - Vanilla Replacer.esp P1FlyingRing.esp AddItemMenu.esp XXYoulanHH.esp Colorful_Magic.esp SofiaFollower.esp SDO Full-LOD - Giant Campfires.esp Cloaks - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Luxury Collection.esp Seductress Serana.esp TERAArmors_CBBE.esp Ning's Magic Light.esp DEM Ritual.esp [HDT-SMP]HairPack.esp TheEyesOfBeauty.esp heimu99.esp BBP_ArmorPack.esp BBP_ArmorPack2.esp BnS Red Bird Outfit.esp HDTTailsEquipable.esp DudestiaOutfitChanger.esp FemaleUlfric.esp JarlLailaMakeover.esp Follower Onean.esp Throwing Dart.esp brawlbug-plugin.esp DeadlyCombat.esp Shalamayne - Johnskyrim.esp Headtracking.esp Warglaive of Azzinoth.esp SOSRaceMenu.esp Look in the XPMSE MCM at the Information Page or post a picture. What do I look for in the information page?
Groovtama Posted January 11, 2016 Author Posted January 11, 2016 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. Please help sir Groovtama, I am having the same issue but I am not even using NiOverride. Infact, none of my RaceMenu files are being overwritten. EDIT: Here is my load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp EFFCore.esm Schlongs of Skyrim - Core.esm Heels Sound.esm ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm SGHairPackBase.esm hdtHighHeel.esm RaceCompatibility.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp SCO Summer Edition.esp immersive roads.esp SkyFalls + SkyMills + DG + DB.esp SDO Full-LOD - Waterfall Effects.esp SkyFalls Dragonborn Small waterfalls.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Realistic Lighting Overhaul - Major City Interiors.esp RealisticWaterTwo.esp Realistic Lighting Overhaul - Major City Exteriors.esp Realistic Lighting Overhaul - Dungeons.esp CinematicFireFX.esp RealisticWaterTwo - Legendary.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp NPC_Overhaul_V_1_.esp Cloaks.esp UltimateSummons(NOJP).esp fallentreebridges.esp SDO Full-LOD - Whiterun Trundra Creeks.esp SMIM-Merged-All.esp Watercolor_for_ENB_RWT.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp dD - Realistic Ragdoll Force - Realistic.esp EFFDialogue.esp UIExtensions.esp SkyUI.esp FNIS.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp RaceMenu.esp RaceMenuPlugin.esp XPMSE.esp 12FemaleBrows.esp KS Hairdo's.esp SGHairPackAIO.esp ggxhair.esp ggxTdaMiku.esp numenume Hair.esp Eyes of Aber.esp Animated Dragon Wings.esp Remodeled Armor - Vanilla Replacer.esp P1FlyingRing.esp AddItemMenu.esp XXYoulanHH.esp Colorful_Magic.esp SofiaFollower.esp SDO Full-LOD - Giant Campfires.esp Cloaks - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Luxury Collection.esp Seductress Serana.esp TERAArmors_CBBE.esp Ning's Magic Light.esp DEM Ritual.esp [HDT-SMP]HairPack.esp TheEyesOfBeauty.esp heimu99.esp BBP_ArmorPack.esp BBP_ArmorPack2.esp BnS Red Bird Outfit.esp HDTTailsEquipable.esp DudestiaOutfitChanger.esp FemaleUlfric.esp JarlLailaMakeover.esp Follower Onean.esp Throwing Dart.esp brawlbug-plugin.esp DeadlyCombat.esp Shalamayne - Johnskyrim.esp Headtracking.esp Warglaive of Azzinoth.esp SOSRaceMenu.esp Look in the XPMSE MCM at the Information Page or post a picture. What do I look for in the information page? PLEASE READ THIS BEFORE POSTING BUGS 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.
Sacremas Posted January 14, 2016 Posted January 14, 2016 I do not actually use the plugin for this (I use SOS plugin only), and I do not change weapon positions in any way, so with that in mind would it be possible for me to disable ProperWeaponScale entirely from my game and sitll actually keep the skeleton itself? I tried disabling the scripts in MO and then searching for their names and cleaning them from my save, but that led to my papyrus going from 300kb to 5 mb over an equal period.
Groovtama Posted January 14, 2016 Author Posted January 14, 2016 I do not actually use the plugin for this (I use SOS plugin only), and I do not change weapon positions in any way, so with that in mind would it be possible for me to disable ProperWeaponScale entirely from my game and sitll actually keep the skeleton itself? I tried disabling the scripts in MO and then searching for their names and cleaning them from my save, but that led to my papyrus going from 300kb to 5 mb over an equal period. Just disable the XPMSE.esp.
Arhon Posted January 14, 2016 Posted January 14, 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.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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you. Ok, the sequence was following. I started a new game. Then in MCM i changed weapon position. After that i entered racemenu and there in weapon section put according sliders to zero. Then I entered MCM and changed position once more. Bur still no change in animations. So, unfortunately, your method doesn't work for me. But thanks for the advice, maybe it will help someone else here. UPD 09.01.2016: Finally I found where the problem was. I applied only "Skeleton arm fix" patch according to the minimum recommended by FAQ on the 1st page and now everything works perfectly. But what to do if some animation pack will require "Gender specific animation" patch? You should have both "Skeleton arm fix" patch and "Gender Specific Animation" patch(This one is so Males wont use Female animations and vice versa) enabled anyway.
Sacremas Posted January 14, 2016 Posted January 14, 2016 I do not actually use the plugin for this (I use SOS plugin only), and I do not change weapon positions in any way, so with that in mind would it be possible for me to disable ProperWeaponScale entirely from my game and sitll actually keep the skeleton itself? I tried disabling the scripts in MO and then searching for their names and cleaning them from my save, but that led to my papyrus going from 300kb to 5 mb over an equal period. Just disable the XPMSE.esp. Doh, of course. Sorry about that, turns out that at some point to save space I merged several racemenu esps... and then forgot which ones. Getting yours out of the merge and deactivate along with the deactivated scripts killed my error messages. Everything's working fine now, my log for last play lasting over an hour was 122 kb.
Groovtama Posted January 14, 2016 Author Posted January 14, 2016 I do not actually use the plugin for this (I use SOS plugin only), and I do not change weapon positions in any way, so with that in mind would it be possible for me to disable ProperWeaponScale entirely from my game and sitll actually keep the skeleton itself? I tried disabling the scripts in MO and then searching for their names and cleaning them from my save, but that led to my papyrus going from 300kb to 5 mb over an equal period. Just disable the XPMSE.esp. Doh, of course. Sorry about that, turns out that at some point to save space I merged several racemenu esps... and then forgot which ones. Getting yours out of the merge and deactivate along with the deactivated scripts killed my error messages. Everything's working fine now, my log for last play lasting over an hour was 122 kb. I would not merge any .esp that comes with XPMSE, because if XPMSE.esp not present, NetImmerse Override removes all dynamic data on any reload, and existens of the SoS compatibility .esp is needed for SoS. So merging any of the two is pretty much bad, and in XPMSE.esp case a deathwish for performance.
Sacremas Posted January 14, 2016 Posted January 14, 2016 I do not actually use the plugin for this (I use SOS plugin only), and I do not change weapon positions in any way, so with that in mind would it be possible for me to disable ProperWeaponScale entirely from my game and sitll actually keep the skeleton itself? I tried disabling the scripts in MO and then searching for their names and cleaning them from my save, but that led to my papyrus going from 300kb to 5 mb over an equal period. Just disable the XPMSE.esp. Doh, of course. Sorry about that, turns out that at some point to save space I merged several racemenu esps... and then forgot which ones. Getting yours out of the merge and deactivate along with the deactivated scripts killed my error messages. Everything's working fine now, my log for last play lasting over an hour was 122 kb. I would not merge any .esp that comes with XPMSE, because if XPMSE.esp not present, NetImmerse Override removes all dynamic data on any reload, and existens of the SoS compatibility .esp is needed for SoS. So merging any of the two is pretty much bad, and in XPMSE.esp case a deathwish for performance. That could explain a few issues... thank you, I will keep that in mind for the future.
VVilly Posted January 15, 2016 Posted January 15, 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.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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you. Ok, the sequence was following. I started a new game. Then in MCM i changed weapon position. After that i entered racemenu and there in weapon section put according sliders to zero. Then I entered MCM and changed position once more. Bur still no change in animations. So, unfortunately, your method doesn't work for me. But thanks for the advice, maybe it will help someone else here. UPD 09.01.2016: Finally I found where the problem was. I applied only "Skeleton arm fix" patch according to the minimum recommended by FAQ on the 1st page and now everything works perfectly. But what to do if some animation pack will require "Gender specific animation" patch? You should have both "Skeleton arm fix" patch and "Gender Specific Animation" patch(This one is so Males wont use Female animations and vice versa) enabled anyway. But if i keep "Gender specific animation" enabled I will have the problem I described above (no animations specified for different weapon positions neither for male PC/NPC, nor for female). Could someone explain this phenomenon?
dra1c Posted January 15, 2016 Posted January 15, 2016 Hi, This might be a dump question but I really tried my hardest to fix it myself and dont know what else to do. I have a problem with the weapon positions of the right hand (see example picture). The position is completly wrong. The weapon is supposed to have the hilt to the right side of the body and of course the sword should not be half in the body... Strangely enough weapons that are equipped to the left hand (using dual sheath redux) are properly placed everytime. The MCM Menu of XMPSE does not show any problems and all requirements are met (updated and checked versions)... I hope someone knows what I can do
Groovtama Posted January 15, 2016 Author Posted January 15, 2016 Hi, This might be a dump question but I really tried my hardest to fix it myself and dont know what else to do. I have a problem with the weapon positions of the right hand (see example picture). The position is completly wrong. The weapon is supposed to have the hilt to the right side of the body and of course the sword should not be half in the body... Strangely enough weapons that are equipped to the left hand (using dual sheath redux) are properly placed everytime. The MCM Menu of XMPSE does not show any problems and all requirements are met... I hope someone knows what I can do "The MCM Menu of XMPSE does not show any problems and all requirements are met" No it does not show that all requirements are met, because the first requirement is not met if that Weapons tab is empty in RaceMenu and probably your whole XPMSE MCM Styles page is also probably empty. 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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you. Ok, the sequence was following. I started a new game. Then in MCM i changed weapon position. After that i entered racemenu and there in weapon section put according sliders to zero. Then I entered MCM and changed position once more. Bur still no change in animations. So, unfortunately, your method doesn't work for me. But thanks for the advice, maybe it will help someone else here. UPD 09.01.2016: Finally I found where the problem was. I applied only "Skeleton arm fix" patch according to the minimum recommended by FAQ on the 1st page and now everything works perfectly. But what to do if some animation pack will require "Gender specific animation" patch? You should have both "Skeleton arm fix" patch and "Gender Specific Animation" patch(This one is so Males wont use Female animations and vice versa) enabled anyway. But if i keep "Gender specific animation" enabled I will have the problem I described above (no animations specified for different weapon positions neither for male PC/NPC, nor for female). Could someone explain this phenomenon? A lot of people have that ticked, FNIS AAs are not gender specific. Only the default animation for sheathing\6unsheating is affected. A lot of people have that flag set and it works, including myself.
VVilly Posted January 15, 2016 Posted January 15, 2016 Hi, This might be a dump question but I really tried my hardest to fix it myself and dont know what else to do. I have a problem with the weapon positions of the right hand (see example picture). The position is completly wrong. The weapon is supposed to have the hilt to the right side of the body and of course the sword should not be half in the body... Strangely enough weapons that are equipped to the left hand (using dual sheath redux) are properly placed everytime. The MCM Menu of XMPSE does not show any problems and all requirements are met... I hope someone knows what I can do "The MCM Menu of XMPSE does not show any problems and all requirements are met" No it does not show that all requirements are met, because the first requirement is not met if that Weapons tab is empty in RaceMenu and probably your whole XPMSE MCM Styles page is also probably empty. 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 Post a FNIS Generator log. Here it is: FNIS Behavior V6.2 08.01.2016 14:32:54 Skyrim: 1.9.32.0 - C:\games\Skyrim - Legendary Edition\ Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... Reading FNISCreatureVersion V5.3 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... No GENDER directory male No GENDER directory female 0_master usage: 4,8 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... 199 animations for 3 mods successfully included (character) Mine didn't reset until I reseted them by using the RaceMenu. You can pick the weapon positions by using the MCM of XPMSE but sometimes they wont reset so in those times you simply need to use the RaceMenu and reset the weapon positions. After doing this it seems that changing the positions in XPMSE correctly changes them for me. Try it out and tell us if it works for you. Ok, the sequence was following. I started a new game. Then in MCM i changed weapon position. After that i entered racemenu and there in weapon section put according sliders to zero. Then I entered MCM and changed position once more. Bur still no change in animations. So, unfortunately, your method doesn't work for me. But thanks for the advice, maybe it will help someone else here. UPD 09.01.2016: Finally I found where the problem was. I applied only "Skeleton arm fix" patch according to the minimum recommended by FAQ on the 1st page and now everything works perfectly. But what to do if some animation pack will require "Gender specific animation" patch? You should have both "Skeleton arm fix" patch and "Gender Specific Animation" patch(This one is so Males wont use Female animations and vice versa) enabled anyway. But if i keep "Gender specific animation" enabled I will have the problem I described above (no animations specified for different weapon positions neither for male PC/NPC, nor for female). Could someone explain this phenomenon? A lot of people have that ticked, FNIS AAs are not gender specific. Only the default animation for sheathing\6unsheating is affected. A lot of people have that flag set and it works, including myself. Yes, i know it works for others. The only thing i want to understand is why this don't work for me, what to do to fix the issue. UPD (the same day after a few minutes): How simple the solution was. I run FNIS with "skeleton arm fix" and "gender specific animation" patches, then loaded a game, then selected options in "XPMSE" menu, then saved and loaded again. And now everything works and animations change perfectly. So, the solution is: "if you animations don't work after selecting weapons position, save and load" Sorry for taking too much of your attention, guys.
dra1c Posted January 15, 2016 Posted January 15, 2016 Hi, This might be a dump question but I really tried my hardest to fix it myself and dont know what else to do. I have a problem with the weapon positions of the right hand (see example picture). The position is completly wrong. The weapon is supposed to have the hilt to the right side of the body and of course the sword should not be half in the body... Strangely enough weapons that are equipped to the left hand (using dual sheath redux) are properly placed everytime. The MCM Menu of XMPSE does not show any problems and all requirements are met... I hope someone knows what I can do "The MCM Menu of XMPSE does not show any problems and all requirements are met" No it does not show that all requirements are met, because the first requirement is not met if that Weapons tab is empty in RaceMenu and probably your whole XPMSE MCM Styles page is also probably empty. This is my MCM Menu: It is not empty and there is not indication of an error. I can change styles and they work. Just that the right hand weapons are not positioned properly (but left is)
Groovtama Posted January 16, 2016 Author Posted January 16, 2016 Hi, This might be a dump question but I really tried my hardest to fix it myself and dont know what else to do. I have a problem with the weapon positions of the right hand (see example picture). The position is completly wrong. The weapon is supposed to have the hilt to the right side of the body and of course the sword should not be half in the body... Strangely enough weapons that are equipped to the left hand (using dual sheath redux) are properly placed everytime. The MCM Menu of XMPSE does not show any problems and all requirements are met... I hope someone knows what I can do "The MCM Menu of XMPSE does not show any problems and all requirements are met" No it does not show that all requirements are met, because the first requirement is not met if that Weapons tab is empty in RaceMenu and probably your whole XPMSE MCM Styles page is also probably empty. This is my MCM Menu: It is not empty and there is not indication of an error. I can change styles and they work. Just that the right hand weapons are not positioned properly (but left is) Your problem with the RaceMenu is probably with RaceMenu itself and not with XPMSE. Your weapon not being correctly in position has to do with the Game offseter and not with XPMSE, because Left and Right are complete mirrors in XPMSE.
dra1c Posted January 16, 2016 Posted January 16, 2016 Your problem with the RaceMenu is probably with RaceMenu itself and not with XPMSE. Your weapon not being correctly in position has to do with the Game offseter and not with XPMSE, because Left and Right are complete mirrors in XPMSE. how can I check this? What does modify the offseter or where can I see values for this? EDIT: I managed to fix it: I realized that racemenu will show up the menus properly on new games. I deinstalled XPSME (and used the savetool just to be safe). After re-installing and loading the cleared save the racemenu options showed up properly and I could fix the offsets. So racemenu was not the issue
BlackArk Posted January 25, 2016 Posted January 25, 2016 Okay, I have no idea why this is happening. Skeleton is not being overwritten. Ran FNIS as well. NPC's race is not custom and skeleton path is not being overwritten by anything. gah I think it was a custom race just on the template character and not the new character npc entry . It was just in a mod that I did not load in tes5edit because I thought it was not affecting it >.< I think I should just change most of my custom follower's skeletons to the default folder.
Mr.Friendly Posted January 26, 2016 Posted January 26, 2016 I think I have never commented here so here I go. You are awesome and this mod is fantastic! Great work! And away I go... Weeeeeeeee
Derethevil Posted January 31, 2016 Posted January 31, 2016 I do have read about how you said you do not plan to add a compatibility with True Digitigrade Feet mod by yourself and told about what someone would need to tinker himself so he can get it to work.. I do not have the slightest clue where i would need to start for that.Do not want to loose the HDT effect everywhere if i am playing an Argonian. Of course if you would add this compatibility now, that would be very neat, but i believe you do not want to have double the work there all the time you are updating the skeleton itself i believe. Edit:Just looked into both skeletons by now and all i can say is... my brain exploded in an instant.Do not know what need to tinker there. I mean i have found calves and everything but still i do not know which one i can edit without breaking something else since both skeletons look completely different in the beginning already.Also there are more "bones" in the digitgrade one and i surely have no clue where would b e able to add those to yours as well.The best thing i can do now? Wait for someone to have that magic hand and knowledge or someone who gets it and tinkers it with those values. Or there is a little tutorial so i can may find some free time and try it myself again.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now