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


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Posted

   I'm trying to get an animated mesh thing working. To do it the way I'd like, involves to add a NiNode to an armoraddon to be controlled as part of the character skeletons. I've been trying to get armor templates to work, but this does not seem to work.

 

What are your standards for adding nodes to the skeleton? It would be adding a node like "NPC RigidGen [RGen01]" parented to NPC Genitals01 [Gen01], not the CME node.

 

Is there a better way to do this that does not require modifying the character skeleton?

Posted

   I'm trying to get an animated mesh thing working. To do it the way I'd like, involves to add a NiNode to an armoraddon to be controlled as part of the character skeletons. I've been trying to get armor templates to work, but this does not seem to work.

 

What are your standards for adding nodes to the skeleton? It would be adding a node like "NPC RigidGen [RGen01]" parented to NPC Genitals01 [Gen01], not the CME node.

 

Is there a better way to do this that does not require modifying the character skeleton?

http://www.nexusmods.com/skyrim/mods/54097/?

Posted

 

 

 

   Am trying to understand better how havok and NI things work..

 

   Is there a reason that mods like SoS need nodes on the base skeleton instead of attaching its own skeleton from the armor .nif file?

Posted

 

 

 

 

   Am trying to understand better how havok and NI things work..

 

   Is there a reason that mods like SoS need nodes on the base skeleton instead of attaching its own skeleton from the armor .nif file?

 

SoS is using a subanimation graph, means it needs a rig map, because it needs a rig map it needs reference pose data, because it has reference pose data it needs a parent tree, because it needs a parent tree it needs a hierachy of nodes in the skeleton. Because of that the nodes need to be in the skeleton. Same methode as a vanilla tail.

  • 2 weeks later...
Guest Momber
Posted

Hello!

I noticed my swords (Deadric 1h and 2h) grow a guesstimated 5-10% bigger when I unsheathe then, in comparison to their size when equipped but sheathed.

All the racemenu "scale" sliders are set to 1. There is no scaling/translation information in the meshes.

How can I fix this?

Guest Momber
Posted

Hi again.

Whatever weapon I have equipped in the left hand will eventually show up as a copy in the right-hand position. If there is already a weapon in that position, it will either override the right-hand one (for example, if it's a sword and the position is the left hip) or I will have two weapon there on top of each other (i. e. sword and mace). When I unsheathe weapons the "copy" weapon will stay in its position and NOT unsheathe, so I will have three weapons visible on the character.

This happens when I have two weapons equipped and change body armors but it will also happen when I simply load a save where I have two weapons equipped.

I am not using any style changer or alternative animations whatsoever.

Posted

Hey guys--I'm trying to implement digitigrade feet on my tiger khajiit mod, but I don't have much experience with skeleton files.

 

I'm trying to duplicate what artifex0 did with True Digitigrade Beast Races--he describes a fairly simple process of repositioning the bones using nifskope. I'd like to duplicate that starting from XPSE. My problem is that XPSE is (surprise) more complicated than the vanilla skeleton and I'm not sure what all the implicaitons are. When I reposition, say, NPC L Calf, it moves but there seems to be a second NPC L Calf. One's attached to CME L Thigh and the other to NPC L Thigh. Should I move them both? What does one do over the other?

Posted

Been working on my save file scripts and general tidiness of my papryus log. Managed to get rid of  most errors but the XPMSE is constantly popping up in my papyrus so I need to deal with it.

 

At the end of this log, is where my issue lies:

 

 

[03/09/2016 - 11:04:55PM] Papyrus log opened (PC)
[03/09/2016 - 11:04:55PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[03/09/2016 - 11:04:55PM] Update budget: 800.000000ms (Extra tasklet budget: 800.000000ms, Load screen budget: 500.000000ms)
[03/09/2016 - 11:04:55PM] Memory page: 256 (min) 512 (max) 2457600 (max total)
[03/09/2016 - 11:04:56PM] Cannot open store for class "PRKF__02003897", missing file?
[03/09/2016 - 11:04:56PM] Error: Unable to bind script PRKF__02003897 to  (1D003897) because their base types do not match
[03/09/2016 - 11:04:56PM] Cannot open store for class "daymoyl_QuestTemplate", missing file?
[03/09/2016 - 11:04:56PM] Error: Unable to link "daymoyl_QuestTemplate" - the parent of "Defeatdadefeated".
[03/09/2016 - 11:04:56PM] Error: Unable to bind script Defeatdadefeated to DefeatPADefeated (410C16D8) because their base types do not match
[03/09/2016 - 11:04:56PM] Error: Unable to bind script DefeatDALeftForDead to DefeatPALeftForDead (410C1173) because their base types do not match
[03/09/2016 - 11:04:56PM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file?
[03/09/2016 - 11:04:56PM] Error: Unable to bind script defeatdatrigger to DefeatPlayerQST (41000D62) because their base types do not match
[03/09/2016 - 11:04:56PM] Cannot open store for class "_0SummonSophia", missing file?
[03/09/2016 - 11:04:56PM] Cannot open store for class "_1summonPhile", missing file?
[03/09/2016 - 11:04:56PM] Cannot open store for class "__TestNewScript", missing file?
[03/09/2016 - 11:04:56PM] Error: Unable to bind script __TestNewScript to AAATestQuest (42057B61) because their base types do not match
[03/09/2016 - 11:05:09PM] Error: Unable to bind script daymoyl_playervalidatequestalias to alias PlayerRef on quest DefeatPlayerQST (41000D62) because their base types do not match
[03/09/2016 - 11:05:09PM] warning: Property UnlockKeyed on script KRY_LockpickingSTART attached to KRY_Lockpicking_START (1D00182A) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:09PM] warning: Property HircinesRingPower on script companionshousekeepingscript attached to C00 (0004B2D9) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:09PM] warning: Property config on script zbfbondageshell attached to zbf (0B0137E6) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:09PM] VM is freezing...
[03/09/2016 - 11:05:09PM] VM is frozen
[03/09/2016 - 11:05:10PM] Reverting game...
[03/09/2016 - 11:05:10PM] Error: Unable to bind script DefeatDALeftForDead to DefeatPALeftForDead (410C1173) because their base types do not match
[03/09/2016 - 11:05:10PM] Error: Unable to bind script defeatdatrigger to DefeatPlayerQST (41000D62) because their base types do not match
[03/09/2016 - 11:05:10PM] Error: Unable to bind script __TestNewScript to AAATestQuest (42057B61) because their base types do not match
[03/09/2016 - 11:05:10PM] Error: Unable to bind script PRKF__02003897 to  (1D003897) because their base types do not match
[03/09/2016 - 11:05:10PM] Error: Unable to bind script Defeatdadefeated to DefeatPADefeated (410C16D8) because their base types do not match
[03/09/2016 - 11:05:10PM] Error: Unable to bind script daymoyl_playervalidatequestalias to alias PlayerRef on quest DefeatPlayerQST (41000D62) because their base types do not match
[03/09/2016 - 11:05:10PM] warning: Property HircinesRingPower on script companionshousekeepingscript attached to C00 (0004B2D9) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:10PM] warning: Property config on script zbfbondageshell attached to zbf (0B0137E6) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:10PM] warning: Property UnlockKeyed on script KRY_LockpickingSTART attached to KRY_Lockpicking_START (1D00182A) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:11PM] warning: Property Act_DoActionOnlyOnce on script DLC2dunNchardakPedestalScript attached to  (0401D4C9) cannot be initialized because the script no longer contains that property
[03/09/2016 - 11:05:15PM] Loading game...
[03/09/2016 - 11:05:16PM] VM is thawing...
[03/09/2016 - 11:05:16PM] SexLab MCM Loaded CurrentVerison: 16101 / 16101
[03/09/2016 - 11:05:16PM] SEXLAB - LOADED: Version 16101 / 16101
[03/09/2016 - 11:05:16PM] FNIS AA started (load)
[03/09/2016 - 11:05:16PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 21
	[alias Player on quest USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[03/09/2016 - 11:05:16PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 25
	[alias Player on quest USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[03/09/2016 - 11:05:16PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
	[alias Player on quest USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[03/09/2016 - 11:05:16PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
	[alias Player on quest USLEEPVersionTracking (0C00F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[03/09/2016 - 11:05:16PM] SOS Maintenance: loaded version is 300004
[03/09/2016 - 11:05:16PM] SOS Maintenance: 300004 is update
[03/09/2016 - 11:05:16PM] error: Native static function GetMorphKeys does not match existing signature on linked type NiOverride. Function will not be bound.
[03/09/2016 - 11:05:16PM] =======================================[ VioLens - A Killmove Mod: Start ]========================================
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM]                 VioLens is now performing a compatibility check. Papyrus warnings about missing or                
[03/09/2016 - 11:05:16PM]                        unloaded files may follow. This is normal and should be ignored.   		                 
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM] =======================================[ VioLens - A Killmove Mod: Start ]========================================
[03/09/2016 - 11:05:16PM] ===========================================[ VioLens - A Killmove Mod ]===========================================
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM]                                               JContainers Installed.                                              
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM] ===========================================[ VioLens - A Killmove Mod ]===========================================
[03/09/2016 - 11:05:16PM] Error: File "CombatDramaOverhaul.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias Player on quest VL_Player (23023F14)].VL_Player.VLLoadGame() - "VL_Player.psc" Line 59
	[alias Player on quest VL_Player (23023F14)].VL_Player.OnPlayerLoadGame() - "VL_Player.psc" Line 25
[03/09/2016 - 11:05:16PM] ===========================================[ VioLens - A Killmove Mod ]===========================================
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM]                                        Combat Drama Overhaul Not Installed.                                       
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM] ===========================================[ VioLens - A Killmove Mod ]===========================================
[03/09/2016 - 11:05:16PM] zbfExternal: Compatibility checking
[03/09/2016 - 11:05:16PM] zbfExternal: -------------------------------------------------------
[03/09/2016 - 11:05:16PM] zbfExternal:                 SlaveTats version: 
[03/09/2016 - 11:05:16PM] zbfExternal:                  RaceMenu version: 7
[03/09/2016 - 11:05:16PM] zbfExternal: Non SexLab Animation Pack version: 0
[03/09/2016 - 11:05:16PM] zbfExternal: -------------------------------------------------------
[03/09/2016 - 11:05:16PM] zbfExternal:                   Overlay support: False
[03/09/2016 - 11:05:16PM] zbfExternal:      Non SexLab Animation support: False
[03/09/2016 - 11:05:16PM] zbfExternal: -------------------------------------------------------
[03/09/2016 - 11:05:16PM] ========== Auto Unequip Ammo: Scanning for supported plugins...
[03/09/2016 - 11:05:16PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[03/09/2016 - 11:05:16PM] Error: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[AUA (2400C6C2)].AUAQuestScript.GameLoaded() - "AUAQuestScript.psc" Line 40
	[AUA (2400C6C2)].AUAQuestScript.OnUpdate() - "AUAQuestScript.psc" Line 73
[03/09/2016 - 11:05:16PM] ========== Auto Unequip Ammo: Scan complete.
[03/09/2016 - 11:05:16PM] InitWidgetLoader()
[03/09/2016 - 11:05:16PM] ========================================[ VioLens - A Killmove Mod: End ]=========================================
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM]                                       VioLens compatibility check complete.                                       
[03/09/2016 - 11:05:16PM]                                                                                                                   
[03/09/2016 - 11:05:16PM] ========================================[ VioLens - A Killmove Mod: End ]=========================================
[03/09/2016 - 11:05:16PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:05:17PM] Error: Cannot cast from None to SKI_WidgetBase[]
stack:
	[iHUDControlQuest (14000805)].ihudwidgetscript.initialize() - "iHUDWidgetScript.psc" Line 38
	[iHUDControlQuest (14000805)].ihudcontrolscript.startUp() - "iHUDControlScript.psc" Line 93
	[iHUDMaintainanceQuest (14002853)].iHUDMaintainanceScript.startUp() - "iHUDMaintainanceScript.psc" Line 20
	[alias PlayerAlias on quest iHUDMaintainanceQuest (14002853)].iHUDLoadScript.OnPlayerLoadGame() - "iHUDLoadScript.psc" Line 11
[03/09/2016 - 11:05:22PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:05:43PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:05:47PM] SOS Actor Schlongify: new schlong for Mercenary Warrior got schlong index 0 size 3
[03/09/2016 - 11:05:48PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:05:53PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:05:58PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:03PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:08PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:09PM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 0 size 5
[03/09/2016 - 11:06:09PM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 0 size 4
[03/09/2016 - 11:06:09PM] SOS Actor Schlongify: new schlong for Stormcloak Soldier got schlong index 0 size 1
[03/09/2016 - 11:06:10PM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 0 size 2
[03/09/2016 - 11:06:13PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:18PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:23PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:28PM] SOS Actor Schlongify: new schlong for Bandit Leader got schlong index 0 size 4
[03/09/2016 - 11:06:29PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:29PM] SOS Actor Schlongify: new schlong for Bandit Fighter got schlong index 0 size 7
[03/09/2016 - 11:06:34PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:35PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].VampireDrainAddition.UnregisterForUpdate() - "<native>" Line ?
	[None].VampireDrainAddition.OnEffectFinish() - "VampireDrainAddition.psc" Line 78
[03/09/2016 - 11:06:37PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].VampireDrainAddition.UnregisterForUpdate() - "<native>" Line ?
	[None].VampireDrainAddition.OnEffectFinish() - "VampireDrainAddition.psc" Line 78
[03/09/2016 - 11:06:37PM] this one's gonna be a hit
[03/09/2016 - 11:06:39PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:40PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:40PM] warning: Assigning None to a non-object variable named "::temp4"
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:41PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:41PM] warning: Assigning None to a non-object variable named "::temp4"
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:42PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:42PM] warning: Assigning None to a non-object variable named "::temp4"
stack:
	[Active effect 3 on  (1E018404)].VampireDrainAddition.OnUpdate() - "VampireDrainAddition.psc" Line 33
[03/09/2016 - 11:06:42PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].VampireDrainAddition.UnregisterForUpdate() - "<native>" Line ?
	[None].VampireDrainAddition.OnEffectFinish() - "VampireDrainAddition.psc" Line 78
[03/09/2016 - 11:06:48PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:48PM] this one's gonna be a hit
[03/09/2016 - 11:06:48PM] this one's gonna be a hit
[03/09/2016 - 11:06:48PM] Error: Cannot call PushActorAway() on a None object, aborting function call
stack:
	[None].voicepusheffectscript.OnEffectStart() - "VoicePushEffectScript.psc" Line 4
[03/09/2016 - 11:06:48PM] Error: Cannot call PushActorAway() on a None object, aborting function call
stack:
	[None].voicepusheffectscript.OnEffectStart() - "VoicePushEffectScript.psc" Line 4
[03/09/2016 - 11:06:52PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].USLEEP_QuickReflexTimerFix.UnregisterForUpdate() - "<native>" Line ?
	[None].USLEEP_QuickReflexTimerFix.OnEffectFinish() - "USLEEP_QuickReflexTimerFix.psc" Line 22
[03/09/2016 - 11:06:53PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:06:58PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:03PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:06PM] this one's gonna be a hit
[03/09/2016 - 11:07:08PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:12PM] this one's gonna be a hit
[03/09/2016 - 11:07:14PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:29PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:31PM] this one's gonna be a hit
[03/09/2016 - 11:07:34PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:38PM] this one's gonna be a hit
[03/09/2016 - 11:07:39PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:44PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:45PM] this one's gonna be a hit
[03/09/2016 - 11:07:45PM] Error: Cannot call PushActorAway() on a None object, aborting function call
stack:
	[None].voicepusheffectscript.OnEffectStart() - "VoicePushEffectScript.psc" Line 4
[03/09/2016 - 11:07:49PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:07:57PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:08:03PM] Info: *Achievement 36 awarded - a winnar is you!*
[03/09/2016 - 11:08:03PM] Info: *Achievement 36 awarded - a winnar is you!*
[03/09/2016 - 11:08:05PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:08:08PM] Info: *Achievement 36 awarded - a winnar is you!*
[03/09/2016 - 11:08:23PM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[03/09/2016 - 11:08:37PM] VM is freezing...
[03/09/2016 - 11:08:37PM] VM is frozen
[03/09/2016 - 11:08:37PM] Saving game...
[03/09/2016 - 11:08:38PM] VM is thawing...
[03/09/2016 - 11:08:42PM] VM is freezing...
[03/09/2016 - 11:08:42PM] VM is frozen

 

 

 

I can see in the MCM menu that NiOverride Plugin 5 is the only box I failed to pass. I have all the requirements necessary for Racemenu, so I'm trying to figure out how to fix this. Any help is appreciated. 

XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.

 

"I can see in the MCM menu that NiOverride Plugin 5 is the only box I failed to pass."

 

There you have your answer

Posted

Hey guys--I'm trying to implement digitigrade feet on my tiger khajiit mod, but I don't have much experience with skeleton files.

 

I'm trying to duplicate what artifex0 did with True Digitigrade Beast Races--he describes a fairly simple process of repositioning the bones using nifskope. I'd like to duplicate that starting from XPSE. My problem is that XPSE is (surprise) more complicated than the vanilla skeleton and I'm not sure what all the implicaitons are. When I reposition, say, NPC L Calf, it moves but there seems to be a second NPC L Calf. One's attached to CME L Thigh and the other to NPC L Thigh. Should I move them both? What does one do over the other?

One is probably one with a A,B or C at the end, you can move both those ones are for DM the one that is named as vanilla is the always correct node.

Guest Momber
Posted

Any particular reason why my questions are being ignored?

Posted

Any particular reason why my questions are being ignored?

Not in the mood currently to find out what mod you installed or where you screwed around that the problem is caused.

 

So either provide a load order and I look at it when I have the time or look where you screwed around with scales.

Posted

Hello, Groovtama

A long time ago there was a mod to avoid this, I think it is forgotten somewhere.

You can do anything, I ask. :D

 

Hi RockMic, your problem looks like clipping of the mesh of the clothes with the mesh of the body.

Probably you can tweak it with OutfitStudio.

 

It does not look like a skeleton problem.

Posted

 

Hello, Groovtama

A long time ago there was a mod to avoid this, I think it is forgotten somewhere.

You can do anything, I ask. :D

 

Hi RockMic, your problem looks like clipping of the mesh of the clothes with the mesh of the body.

Probably you can tweak it with OutfitStudio.

 

It does not look like a skeleton problem.

 

Hello, CPU

But how exactly should I do, I correctly set the armor in BodySlide2.

Posted

 

Hello, CPU

But how exactly should I do, I correctly set the armor in BodySlide2.

 

 

The armor looks it is using some physics. HDT maybe.

Use OutFit Studio: load the body you are using, load the NIF for this armor, and tweak with the buttons until the clipping is gone.

Save and replace.

Posted

 

 

Hello, CPU

But how exactly should I do, I correctly set the armor in BodySlide2.

 

 

The armor looks it is using some physics. HDT maybe.

Use OutFit Studio: load the body you are using, load the NIF for this armor, and tweak with the buttons until the clipping is gone.

Save and replace.

 

That I and HDT, but I've always done what you say but I always get penetration of weapons in the ass.

Now I try the old mod buried who repaired it.

 

Edit:Old mod buried disappeared. :-/

Guest Momber
Posted

 

Any particular reason why my questions are being ignored?

Not in the mood currently to find out what mod you installed or where you screwed around that the problem is caused.

 

So either provide a load order and I look at it when I have the time or look where you screwed around with scales.

 

 

Thank you for your extreme kindness (and the well-mannered tone) in offering to look into my problem. However I'm not comfortable with posting my load-order in public so I have to respectfully decline.

 

Posted

Cheers for the update Groovtama. Usually when I updated the skeletons my textures went spazzy, but this time they didn't! It all appears to be functioning as it should do.

Posted

about the update is it okay now to use the xp32.esp?

The issues from the 3.0 version are like gone since 3.2 so 6 months ago the rest till now were only bug fixes, data reduction or quality of life updates.

 

And the save time problem is not a XPMSE problem or a Nioverride problem it is a problem SKSE has when it has to overwrite existing files.

Posted

 

about the update is it okay now to use the xp32.esp?

The issues from the 3.0 version are like gone since 3.2 so 6 months ago the rest till now were only bug fixes, data reduction or quality of life updates.

 

And the save time problem is not a XPMSE problem or a Nioverride problem it is a problem SKSE has when it has to overwrite existing files.

so its best to just hide the xp32 esp on mod organizer or any tipz on how to avoid this

sorry im not quite good in english

Posted

 

 

about the update is it okay now to use the xp32.esp?

The issues from the 3.0 version are like gone since 3.2 so 6 months ago the rest till now were only bug fixes, data reduction or quality of life updates.

 

And the save time problem is not a XPMSE problem or a Nioverride problem it is a problem SKSE has when it has to overwrite existing files.

so its best to just hide the xp32 esp on mod organizer or any tipz on how to avoid this

sorry im not quite good in english

Use the esp.

Posted

 

 

 

about the update is it okay now to use the xp32.esp?

The issues from the 3.0 version are like gone since 3.2 so 6 months ago the rest till now were only bug fixes, data reduction or quality of life updates.

 

And the save time problem is not a XPMSE problem or a Nioverride problem it is a problem SKSE has when it has to overwrite existing files.

so its best to just hide the xp32 esp on mod organizer or any tipz on how to avoid this

sorry im not quite good in english

Use the esp.

 

ok thanks 

Posted

Okay so slightly strange perhaps but when I updated to the new version of the skeleton I suddenly had an error pop up in FNIS telling me I had an old version of it.  Now I double checked and I had FNIS Behaviors 6.2.  So I went and stepped back to FNIS 6.1 and it ran fine.  6.2 worked just peachy on the old version of the skeleton so I'm not sure what the problem was.  I don't actually need 6.2 for any of my animations as far as I am aware so it's all good there.  Just something I wanted to mention in case there is something bizarro world-esque about this incident.

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