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


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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

Post a FNIS Generator log.

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

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)

 

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

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.

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

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?

Posted

 

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

attachicon.gifTESV 2015-10-02 00-27-13-75.jpgattachicon.gifTESV 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

 

Posted

 

 

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

attachicon.gifTESV 2015-10-02 00-27-13-75.jpgattachicon.gifTESV 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.

Posted

 

 

 

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

attachicon.gifTESV 2015-10-02 00-27-13-75.jpgattachicon.gifTESV 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.

 

 

 

 

ZpqhWHa.jpg

 

 

9mFAJVX.jpg

 

 

What do I look for in the information page?

 

Posted

 

 

 

 

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

attachicon.gifTESV 2015-10-02 00-27-13-75.jpgattachicon.gifTESV 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.

 

 

 

ZpqhWHa.jpg

 

 

9mFAJVX.jpg

 

 

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.

Posted

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.

Posted

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.

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

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.

Posted

 

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.

Posted

 

 

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.

 

Posted

 

 

 

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.

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

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?

Posted

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 :(

 

2016-01-15_00002.jpg

Posted

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 :(

 

2016-01-15_00002.jpg

"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.

Posted

 

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 :(

 

2016-01-15_00002.jpg

"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.

Posted

 

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 :(

 

2016-01-15_00002.jpg

"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:

 

2016-01-16_00002.jpg

2016-01-16_00001.jpg

 

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)

Posted

 

 

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 :(

 

2016-01-15_00002.jpg

"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:

 

2016-01-16_00002.jpg

2016-01-16_00001.jpg

 

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.

Posted

 

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 :P

  • 2 weeks later...
Posted

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.

 

post-292706-0-25472500-1453706121_thumb.jpg

 

 

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.

Posted

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.

 

 

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