srayesmanll Posted March 15, 2016 Posted March 15, 2016 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. Are you sure that wasn't version 6.02 that you were running, instead of 6.2 ? Some people were running 6.02 thinking it was 6.2. For me FNIS 6.2 works perfectly fine with the 3.77 version - no errors reported during run.
Groovtama Posted March 15, 2016 Author Posted March 15, 2016 Ok now for the last time you can ignore 0 at the start like a zip code, you can not ignore them at the end or in the middle of a version number...
Groovtama Posted March 15, 2016 Author Posted March 15, 2016 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 Right, I know that but I followed the instructions for a racemenu install. I shouldn't be failing anything. It's also very odd that it installed one Ni script but not the other. Reinstalling doesn't help either. If you wanna help at all, where do I get the necessary files? There is a list at the description page with the links where you get the necessary files..,
Guest Posted March 16, 2016 Posted March 16, 2016 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. When I have XPMSE 3.77 esp enabled in my load order I'm getting a lot of CTDs. When it is disabled, all runs smoothly.
Guest Posted March 16, 2016 Posted March 16, 2016 When I have XPMSE 3.77 esp enabled in my load order I'm getting a lot of CTDs. When it is disabled, all runs smoothly. Keep the skeleton (.nif) but do not enable the .esp You will lose some functionality but it will run way more smooth.
Guest Posted March 16, 2016 Posted March 16, 2016 When I have XPMSE 3.77 esp enabled in my load order I'm getting a lot of CTDs. When it is disabled, all runs smoothly. Keep the skeleton (.nif) but do not enable the .esp You will lose some functionality but it will run way more smooth. Yea, I noticed that. You helped me with that advice some time ago. Before you helped me with it, I couldn't discover the cause of CTDing in my log file.
aljustineg Posted March 16, 2016 Posted March 16, 2016 When I have XPMSE 3.77 esp enabled in my load order I'm getting a lot of CTDs. When it is disabled, all runs smoothly. Keep the skeleton (.nif) but do not enable the .esp You will lose some functionality but it will run way more smooth. so your saying that i should keep the data and hide the ESP??
Groovtama Posted April 3, 2016 Author Posted April 3, 2016 Just changed the topic name, that it is inline with Nexus and that the search finds it better when you hammer in "XPMSE", same reason I changed it on nexus, I just forgot it to do it on LL.
Lyreal Posted April 3, 2016 Posted April 3, 2016 Just changed the topic name, that it is inline with Nexus and that the search finds it better when you hammer in "XPMSE", same reason I changed it on nexus, I just forgot it to do it on LL. Ah, okay then ^^
Septfox Posted April 5, 2016 Posted April 5, 2016 Another ECE-related "bug" of sorts, or I assume it's limited to ECE anyway. It's been bothering me for quite some time, finally sat down earlier to figure out what's up. Having the XPMSE plugin activated causes ECE-set scales set on weapon mount/sheathe/etc bones to be lost when the script runs (which iirc is OnPLayerLoadGame, but I'm guessing you have the MCM menu run it too). I would guess this is because scale isn't retained when the bones are reattached to the skeleton, and ECE doesn't know to re-apply the scaling after XPMSE is done. Opening the racemenu re-applies the scaling, correcting everything, but as soon as the script runs again everything gets reverted. Rather than needlessly editing the script to implement some ECE-specific hack, which I'm pretty sure neither of us wants to do, the quick and dirty fix is to scale the parent CME nodes instead. The MOV nodes and by proxy the NPC bones appear to inherit the scale just fine, so no fuss, no muss, and should be mostly transparent to the end user. Modified sliders, if you want to include them. Only bow and quiver have actually been tested, but I see no reason why it shouldn't work everywhere else, assuming I haven't screwed up my copying and pasting. $CME_Axe, 2021, 202, Dummy, 0.99, CME WeaponAxeDefault, x, CME WeaponAxeReverse, x, CME WeaponAxeOnBack, x $CME_AxeLeft, 2022, 202, Dummy, 0.99, CME WeaponAxeLeftDefault, x, CME WeaponAxeLeftReverse, x, CME WeaponAxeLeftOnBack, x $CME_Mace, 2023, 202, Dummy, 0.99, CME WeaponMaceDefault, x $CME_MaceLeft, 2024, 202, Dummy, 0.99, CME WeaponMaceLeftDefault, x $CME_Sword, 2025, 202, Dummy, 0.99, CME WeaponSwordDefault, x, CME WeaponSwordOnBack, x, CME WeaponSwordSWP, x, CME WeaponSwordFSM, x, CME WeaponSwordLeftHip, x, CME WeaponSwordNMD, x $CME_SwordLeft, 2026, 202, Dummy, 0.99, CME WeaponSwordLeftDefault, x, CME WeaponSwordLeftOnBack, x, CME WeaponSwordLeftSWP, x, CME WeaponSwordLeftFSM, x, CME WeaponSwordLeftLeftHip, x, CME WeaponSwordLeftNMD, x $CME_Dagger, 2027, 202, Dummy, 0.99, CME WeaponDaggerDefault, x, CME WeaponDaggerBackHip, x, CME WeaponDaggerAnkle, x $CME_DaggerLeft, 2028, 202, Dummy, 0.99, CME WeaponDaggerLeftDefault, x, CME WeaponDaggerLeftBackHip, x, CME WeaponDaggerLeftAnkle, x $CME_WeaponOnBack, 2029, 202, Dummy, 0.99, CME WeaponBackDefault, x, CME WeaponBackSWP, x, CME WeaponBackFSM, x $CME_ShieldOnBack, 2030, 202, Dummy, 0.99, CME ShieldBackDefault, x $CME_Staff, 2031, 202, Dummy, 0.99, CME WeaponStaffDefault, x $CME_StaffLeft, 2032, 202, Dummy, 0.99, CME WeaponStaffLeftDefault, x $CME_Bow, 2033, 202, Dummy, 0.99, CME WeaponBowDefault, x, CME WeaponBowChesko, x, CME WeaponBowBetter, x, CME WeaponBowFSM, x $CME_Quiver, 2034, 202, Dummy, 0.99, CME QUIVERDefault, x, CME QUIVERChesko, x, CME QUIVERLeftHipBolt, x Unfortunately, doing this with OverallWeaponsScale... $CME_OverallWeaponsScale, 2020, 202, Dummy, 0.99, WEAPON, x, SHIELD, x, CME WeaponAxeDefault, x, CME WeaponAxeReverse, x, CME WeaponAxeOnBack, x, CME WeaponAxeLeftDefault, x, CME WeaponAxeLeftReverse, x, CME WeaponAxeLeftOnBack, x, CME WeaponMaceDefault, x, CME WeaponMaceLeftDefault, x, CME WeaponSwordDefault, x, CME WeaponSwordOnBack, x, CME WeaponSwordSWP, x, CME WeaponSwordFSM, x, CME WeaponSwordLeftHip, x, CME WeaponSwordNMD, x, CME WeaponSwordLeftDefault, x, CME WeaponSwordLeftOnBack, x, CME WeaponSwordLeftSWP, x, CME WeaponSwordLeftFSM, x, CME WeaponSwordLeftLeftHip, x, CME WeaponSwordLeftNMD, x, CME WeaponDaggerDefault, x, CME WeaponDaggerBackHip, x, CME WeaponDaggerAnkle, x, CME WeaponDaggerLeftDefault, x, CME WeaponDaggerLeftBackHip, x, CME WeaponDaggerLeftAnkle, x, CME WeaponBackDefault, x, CME WeaponBackSWP, x, CME WeaponBackFSM, x, CME ShieldBackDefault, x, CME WeaponStaffDefault, x, CME WeaponStaffLeftDefault, x, CME WeaponBowDefault, x, CME WeaponBowChesko, x, CME WeaponBowBetter, x, CME WeaponBowFSM, x, CME QUIVERDefault, x, CME QUIVERChesko, x, CME QUIVERLeftHipBolt, x ...causes everything to go pear-shaped, breaking all the sliders that follow it. I'm pretty sure it's causing a parsing error (or maybe even something exciting like an overrun) because of the line length, since it breaks everything horribly even if it's commented out. So hey, that's fun. Also, while there're sliders for positioning the tail pelvis node, there's nothing to scale it directly with, can add this too if you like: $CME_TailScale, 2127, 202, CME Tail Pelvis [Pelv], 0.4 Finally for ECE stuff, regarding SwordLeft positions: $CME_SwordLeftPositionX, 2064, 202, Dummy, 1, +CME WeaponSwordLeftDefault, x, 3, 0, 0, +CME WeaponSwordLeftOnBack, 1, 3, 0, 0, +CME WeaponSwordLeftSWP, x, 3, 0, 0, +CME WeaponSwordLeftFSM, x, 3, 0, 0, +CME WeaponSwordLeftLeftHip, x, 3, 0, 0, +CME WeaponSwordLeftNMD, x, 3, 0, 0 Unless I'm mistaken, CME WeaponSwordLeftOnBack is set to constant; was this intended? I looked at the skeleton hierarchy, but it doesn't seem like anything special compared to the other weapon nodes. On an unrelated note, something else I didn't notice until yesterday: CME L Hip and CME R Hip are switched. Probably not worth correcting at this point.
Groovtama Posted April 5, 2016 Author Posted April 5, 2016 Another ECE-related "bug" of sorts, or I assume it's limited to ECE anyway. It's been bothering me for quite some time, finally sat down earlier to figure out what's up. Having the XPMSE plugin activated causes ECE-set scales set on weapon mount/sheathe/etc bones to be lost when the script runs (which iirc is OnPLayerLoadGame, but I'm guessing you have the MCM menu run it too). I would guess this is because scale isn't retained when the bones are reattached to the skeleton, and ECE doesn't know to re-apply the scaling after XPMSE is done. Opening the racemenu re-applies the scaling, correcting everything, but as soon as the script runs again everything gets reverted. Rather than needlessly editing the script to implement some ECE-specific hack, which I'm pretty sure neither of us wants to do, the quick and dirty fix is to scale the parent CME nodes instead. The MOV nodes and by proxy the NPC bones appear to inherit the scale just fine, so no fuss, no muss, and should be mostly transparent to the end user. Modified sliders, if you want to include them. Only bow and quiver have actually been tested, but I see no reason why it shouldn't work everywhere else, assuming I haven't screwed up my copying and pasting. $CME_Axe, 2021, 202, Dummy, 0.99, CME WeaponAxeDefault, x, CME WeaponAxeReverse, x, CME WeaponAxeOnBack, x $CME_AxeLeft, 2022, 202, Dummy, 0.99, CME WeaponAxeLeftDefault, x, CME WeaponAxeLeftReverse, x, CME WeaponAxeLeftOnBack, x $CME_Mace, 2023, 202, Dummy, 0.99, CME WeaponMaceDefault, x $CME_MaceLeft, 2024, 202, Dummy, 0.99, CME WeaponMaceLeftDefault, x $CME_Sword, 2025, 202, Dummy, 0.99, CME WeaponSwordDefault, x, CME WeaponSwordOnBack, x, CME WeaponSwordSWP, x, CME WeaponSwordFSM, x, CME WeaponSwordLeftHip, x, CME WeaponSwordNMD, x $CME_SwordLeft, 2026, 202, Dummy, 0.99, CME WeaponSwordLeftDefault, x, CME WeaponSwordLeftOnBack, x, CME WeaponSwordLeftSWP, x, CME WeaponSwordLeftFSM, x, CME WeaponSwordLeftLeftHip, x, CME WeaponSwordLeftNMD, x $CME_Dagger, 2027, 202, Dummy, 0.99, CME WeaponDaggerDefault, x, CME WeaponDaggerBackHip, x, CME WeaponDaggerAnkle, x $CME_DaggerLeft, 2028, 202, Dummy, 0.99, CME WeaponDaggerLeftDefault, x, CME WeaponDaggerLeftBackHip, x, CME WeaponDaggerLeftAnkle, x $CME_WeaponOnBack, 2029, 202, Dummy, 0.99, CME WeaponBackDefault, x, CME WeaponBackSWP, x, CME WeaponBackFSM, x $CME_ShieldOnBack, 2030, 202, Dummy, 0.99, CME ShieldBackDefault, x $CME_Staff, 2031, 202, Dummy, 0.99, CME WeaponStaffDefault, x $CME_StaffLeft, 2032, 202, Dummy, 0.99, CME WeaponStaffLeftDefault, x $CME_Bow, 2033, 202, Dummy, 0.99, CME WeaponBowDefault, x, CME WeaponBowChesko, x, CME WeaponBowBetter, x, CME WeaponBowFSM, x $CME_Quiver, 2034, 202, Dummy, 0.99, CME QUIVERDefault, x, CME QUIVERChesko, x, CME QUIVERLeftHipBolt, x Unfortunately, doing this with OverallWeaponsScale... $CME_OverallWeaponsScale, 2020, 202, Dummy, 0.99, WEAPON, x, SHIELD, x, CME WeaponAxeDefault, x, CME WeaponAxeReverse, x, CME WeaponAxeOnBack, x, CME WeaponAxeLeftDefault, x, CME WeaponAxeLeftReverse, x, CME WeaponAxeLeftOnBack, x, CME WeaponMaceDefault, x, CME WeaponMaceLeftDefault, x, CME WeaponSwordDefault, x, CME WeaponSwordOnBack, x, CME WeaponSwordSWP, x, CME WeaponSwordFSM, x, CME WeaponSwordLeftHip, x, CME WeaponSwordNMD, x, CME WeaponSwordLeftDefault, x, CME WeaponSwordLeftOnBack, x, CME WeaponSwordLeftSWP, x, CME WeaponSwordLeftFSM, x, CME WeaponSwordLeftLeftHip, x, CME WeaponSwordLeftNMD, x, CME WeaponDaggerDefault, x, CME WeaponDaggerBackHip, x, CME WeaponDaggerAnkle, x, CME WeaponDaggerLeftDefault, x, CME WeaponDaggerLeftBackHip, x, CME WeaponDaggerLeftAnkle, x, CME WeaponBackDefault, x, CME WeaponBackSWP, x, CME WeaponBackFSM, x, CME ShieldBackDefault, x, CME WeaponStaffDefault, x, CME WeaponStaffLeftDefault, x, CME WeaponBowDefault, x, CME WeaponBowChesko, x, CME WeaponBowBetter, x, CME WeaponBowFSM, x, CME QUIVERDefault, x, CME QUIVERChesko, x, CME QUIVERLeftHipBolt, x ...causes everything to go pear-shaped, breaking all the sliders that follow it. I'm pretty sure it's causing a parsing error (or maybe even something exciting like an overrun) because of the line length, since it breaks everything horribly even if it's commented out. So hey, that's fun. Also, while there're sliders for positioning the tail pelvis node, there's nothing to scale it directly with, can add this too if you like: $CME_TailScale, 2127, 202, CME Tail Pelvis [Pelv], 0.4 Finally for ECE stuff, regarding SwordLeft positions: $CME_SwordLeftPositionX, 2064, 202, Dummy, 1, +CME WeaponSwordLeftDefault, x, 3, 0, 0, +CME WeaponSwordLeftOnBack, 1, 3, 0, 0, +CME WeaponSwordLeftSWP, x, 3, 0, 0, +CME WeaponSwordLeftFSM, x, 3, 0, 0, +CME WeaponSwordLeftLeftHip, x, 3, 0, 0, +CME WeaponSwordLeftNMD, x, 3, 0, 0 Unless I'm mistaken, CME WeaponSwordLeftOnBack is set to constant; was this intended? I looked at the skeleton hierarchy, but it doesn't seem like anything special compared to the other weapon nodes. On an unrelated note, something else I didn't notice until yesterday: CME L Hip and CME R Hip are switched. Probably not worth correcting at this point. Corrected the Hip node names on female skeleton. On the ECE related part, ECE uses functions that are similar to NetImmerse, NetImmerse sucks, not my problem that ECE using code that is 2 years out of date. XPMSE sends events for mods to listen to for the player, if ECE wants to use it out of date code, they can listen to them and reapply their changes. If I disable the node parent relocation for ECE also, ECE user can disable the esp also, does not make a difference. Other nodes aren't much an option because translation gets scaled also. I fix the ECE ini typo with the CME WeaponSwordLeftOnBack is fixed in the next update. Tail is not added becaus race names are human, elf and orc, ECE lists beast races as unsupported.
Septfox Posted April 6, 2016 Posted April 6, 2016 On the ECE related part, ECE uses functions that are similar to NetImmerse, NetImmerse sucks, not my problem that ECE using code that is 2 years out of date. XPMSE sends events for mods to listen to for the player, if ECE wants to use it out of date code, they can listen to them and reapply their changes. If I disable the node parent relocation for ECE also, ECE user can disable the esp also, does not make a difference. Other nodes aren't much an option because translation gets scaled also. I didn't say it was your problem, I was simply bringing it to the table. And we both know that it's highly unlikely that anything is going to be done on the ECE end of things to update it and/or make it more compatible. That leaves working around the issue using what's available. And that's what I brought to you: a clear, easy way to work around it. Even did the "work" already, since I'm going to implement the changes into the slider configurations that I disperse. The thing is, even if it does screw up and scale the translation - I haven't seen it happening, but I'd assume it would show up in animations that displace the sheathe bones excessively, probably mainly static poses - it's still miles above the sliders you're including with your plugin that don't work properly with your plugin unless the user invokes the racemenu after every single game load or MCM trigger. It's literally a choice between A: including sliders that are broken without constant manual intervention, or B: including sliders that work as intended for 90% of usage cases, with the remainder being able to compensate using the positional sliders. Heck, if you're really worried about the translation problem, just supply the "fixed" sliders in addition to the older ones, appending "(pose)" to the old ones so players can choose which they need. Doing pretty much anything is better than leaving them in their current "broken by default" state. Tail is not added becaus race names are human, elf and orc, ECE lists beast races as unsupported. You know how the modding community is...people equip tails and other items using the tail bones regardless of their character's actual race. That ECE doesn't official support beast races is irrelevant, because most people aren't using beast races anyway. And again, pointing out that you already have a fair many tail sliders in your configurations, this just completes the set.
Groovtama Posted April 6, 2016 Author Posted April 6, 2016 On the ECE related part, ECE uses functions that are similar to NetImmerse, NetImmerse sucks, not my problem that ECE using code that is 2 years out of date. XPMSE sends events for mods to listen to for the player, if ECE wants to use it out of date code, they can listen to them and reapply their changes. If I disable the node parent relocation for ECE also, ECE user can disable the esp also, does not make a difference. Other nodes aren't much an option because translation gets scaled also. I didn't say it was your problem, I was simply bringing it to the table. And we both know that it's highly unlikely that anything is going to be done on the ECE end of things to update it and/or make it more compatible. That leaves working around the issue using what's available. And that's what I brought to you: a clear, easy way to work around it. Even did the "work" already, since I'm going to implement the changes into the slider configurations that I disperse. The thing is, even if it does screw up and scale the translation - I haven't seen it happening, but I'd assume it would show up in animations that displace the sheathe bones excessively, probably mainly static poses - it's still miles above the sliders you're including with your plugin that don't work properly with your plugin unless the user invokes the racemenu after every single game load or MCM trigger. It's literally a choice between A: including sliders that are broken without constant manual intervention, or B: including sliders that work as intended for 90% of usage cases, with the remainder being able to compensate using the positional sliders. Heck, if you're really worried about the translation problem, just supply the "fixed" sliders in addition to the older ones, appending "(pose)" to the old ones so players can choose which they need. Doing pretty much anything is better than leaving them in their current "broken by default" state. Tail is not added becaus race names are human, elf and orc, ECE lists beast races as unsupported. You know how the modding community is...people equip tails and other items using the tail bones regardless of their character's actual race. That ECE doesn't official support beast races is irrelevant, because most people aren't using beast races anyway. And again, pointing out that you already have a fair many tail sliders in your configurations, this just completes the set. 1. Calm down 2. Tail Pelvis is for moving the node only because the child is only for mimicing tail movement for some half assed tail mods, you don't want to scale subparts of a tail that are just weight painted to just move with the pelvis/thight/etc. You do not wanna scale it. If you want to scale scale the children. 3. I said what I need to say about ECE, I told you that I send an event and I told you a solution where no workarounds are ever necessary. What you do with it, maybe telling tktk, to add those few lines of needed code, your choice. ECE has to come my way for once, because the problem is not on my side, the problem is with ECE with it NetImmerse solution and NiOverride. If tktk wants I can send an ECE event for reapplying, for how much I care, but those workarounds are not a good solution. I rather drop support again than doing special cases for that clusterfuck of mod all the time.
chevalierx Posted April 6, 2016 Posted April 6, 2016 good work if i disable the esp , what i lose ? and i hate you profile char in all 3 blazblue games is ass pain
Groovtama Posted April 6, 2016 Author Posted April 6, 2016 good work if i disable the esp , what i lose ? and i hate you profile char in all 3 blazblue games is ass pain No weapon styles, no separation between 2h weapons, bow/crossbow, bolt/arrow quiver fixes, no weapon scaling correction which is disabled by default with character maker extender.
chevalierx Posted April 6, 2016 Posted April 6, 2016 good work if i disable the esp , what i lose ? and i hate you profile char in all 3 blazblue games is ass pain No weapon styles, no separation between 2h weapons, bow/crossbow, bolt/arrow quiver fixes, no weapon scaling correction which is disabled by default with character maker extender. thank you ^^
Septfox Posted April 6, 2016 Posted April 6, 2016 1. Calm down You mistake my tone. I am calm. 2. Tail Pelvis is for moving the node only because the child is only for mimicing tail movement for some half assed tail mods, you don't want to scale subparts of a tail that are just weight painted to just move with the pelvis/thight/etc. You do not wanna scale it. If you want to scale scale the children. Scaling the children doesn't always work properly or as expected, particularly in as you say "half-assed mods", e.g. multi-part tails in HDT Tails. I understand what you're saying and see the logic behind it, but in messing with it, it seems to work. Not as one would normally expect a scaling slider to work, but it does work. Now, will it work as intended with everything? No, I can see why and accept that. But there's no downside at all to including it so it can be used where it will work. 3. I said what I need to say about ECE, I told you that I send an event and I told you a solution where no workarounds are ever necessary. What you do with it, maybe telling tktk, to add those few lines of needed code, your choice. ECE has to come my way for once, because the problem is not on my side, the problem is with ECE with it NetImmerse solution and NiOverride. If tktk wants I can send an ECE event for reapplying, for how much I care, but those workarounds are not a good solution. I rather drop support again than doing special cases for that clusterfuck of mod all the time. What I'm not understanding is why this is even a problem. My thoughts are "if it's broken, fix it as best as possible within the current system". Your thoughts are "if it's broken, tktk needs to get off his/her/its ass and fix it properly, meanwhile it can stay broken". Yes, it needs to be fixed properly. Yes, it is up to ECE's developer, or anyone else on the "ECE team", to fix it; it's strictly a problem on the ECE side of things. I agree with you on this. It's not up to you to fix a problem in a mod made by someone else, that you don't even use, particularly when fixing said problem would probably involve fixing six others. But what is wrong with making it partially functional in the meantime in the files you distribute? It's a couple of minutes of copying and pasting, and somewhere down the road if it does get fixed on the ECE side, a few seconds of copying and pasting the entire section to restore it. If you don't want to do it, that's your prerogative; it's your mod, and I know that you only offer ECE support as a courtesy to a fraction of your install base. I'm not trying to pressure you into it, and I apologize if it's coming across that way. I'm just trying to make you see my point of view, and trying to understand yours. And failing on the latter one, unfortunately. I'll see about getting ahold of tktk and try to write something translatable to apprise them of the situation. Who knows, maybe they'll issue some sort of fix (or at the very least an interesting hack) immediately, and all this is for naught.
Groovtama Posted April 8, 2016 Author Posted April 8, 2016 1. Calm down You mistake my tone. I am calm. 2. Tail Pelvis is for moving the node only because the child is only for mimicing tail movement for some half assed tail mods, you don't want to scale subparts of a tail that are just weight painted to just move with the pelvis/thight/etc. You do not wanna scale it. If you want to scale scale the children. Scaling the children doesn't always work properly or as expected, particularly in as you say "half-assed mods", e.g. multi-part tails in HDT Tails. I understand what you're saying and see the logic behind it, but in messing with it, it seems to work. Not as one would normally expect a scaling slider to work, but it does work. Now, will it work as intended with everything? No, I can see why and accept that. But there's no downside at all to including it so it can be used where it will work. 3. I said what I need to say about ECE, I told you that I send an event and I told you a solution where no workarounds are ever necessary. What you do with it, maybe telling tktk, to add those few lines of needed code, your choice. ECE has to come my way for once, because the problem is not on my side, the problem is with ECE with it NetImmerse solution and NiOverride. If tktk wants I can send an ECE event for reapplying, for how much I care, but those workarounds are not a good solution. I rather drop support again than doing special cases for that clusterfuck of mod all the time. What I'm not understanding is why this is even a problem. My thoughts are "if it's broken, fix it as best as possible within the current system". Your thoughts are "if it's broken, tktk needs to get off his/her/its ass and fix it properly, meanwhile it can stay broken". Yes, it needs to be fixed properly. Yes, it is up to ECE's developer, or anyone else on the "ECE team", to fix it; it's strictly a problem on the ECE side of things. I agree with you on this. It's not up to you to fix a problem in a mod made by someone else, that you don't even use, particularly when fixing said problem would probably involve fixing six others. But what is wrong with making it partially functional in the meantime in the files you distribute? It's a couple of minutes of copying and pasting, and somewhere down the road if it does get fixed on the ECE side, a few seconds of copying and pasting the entire section to restore it. If you don't want to do it, that's your prerogative; it's your mod, and I know that you only offer ECE support as a courtesy to a fraction of your install base. I'm not trying to pressure you into it, and I apologize if it's coming across that way. I'm just trying to make you see my point of view, and trying to understand yours. And failing on the latter one, unfortunately. I'll see about getting ahold of tktk and try to write something translatable to apprise them of the situation. Who knows, maybe they'll issue some sort of fix (or at the very least an interesting hack) immediately, and all this is for naught. So I have weekend so here a closer look on your ideas and why I am against it. Your weapon solution is not a fixing anything, you are replacing one problem with another problem, that like when you replace a divison through zero exception with 0 and take the wrong result as correct. All people that user DSR and EO will have misaligned left hand weapons with ECE when they scale around, that will 100% happen, right handed one it will probably not happen because the rig map defaults correct it. You do not suggest a proper solution that is just a workaround that fixes it for a fraction of people that do not use a mod that shows left handed weapons with ECE together. It is at least consistent broken currently, and not I have to guess why the stupid user broke my shit again broken or if it is just another idiot broken getting how offset slider work. And for the Tail again why do you wanna scale that node at all "$Tail01, 2007, 202, TailBone01, 0.4, HDT TailBone01, x, NPC TailBone01, x" Does the exact same thing as your slider for the tail, your slider is completely redundant in effect and does come with the issue that the tails base point translation is scaled, and so causes a gap.
antbank123 Posted April 10, 2016 Posted April 10, 2016 i have a problem with drawn bow scale "bow scale" and "weapon scale" of racemenu can't apply to drawn bow scale i am using 3.8.2 it doesnt happen when i use 3.4.9 or 3.2.1
Leeyds4LLTS Posted April 12, 2016 Posted April 12, 2016 So after reading the FAQ, it seems I need to replace the skeletons manually. Are there instructions for how to do that somewhere, or could someone share that with me here if it isn't to much trouble =) Much appreciated =)
Leeyds4LLTS Posted April 12, 2016 Posted April 12, 2016 Ok, let me ask this a different way. I use MO. Into what folder to I manually install the skeleton files to get it to work with the Ningheim Race? Thx in advance =)
srayesmanll Posted April 12, 2016 Posted April 12, 2016 Ok, let me ask this a different way. I use MO. Into what folder to I manually install the skeleton files to get it to work with the Ningheim Race? Thx in advance =) Go to the XPMSE on Nexus ( http://www.nexusmods.com/skyrim/mods/68000 ) and look in the Bugs tab. The instructions are there.
Leeyds4LLTS Posted April 13, 2016 Posted April 13, 2016 Ok, let me ask this a different way. I use MO. Into what folder to I manually install the skeleton files to get it to work with the Ningheim Race? Thx in advance =) Go to the XPMSE on Nexus ( http://www.nexusmods.com/skyrim/mods/68000 ) and look in the Bugs tab. The instructions are there. Thank you for this! It worked great =) It might be helpful for others if the author would put that link and reference to the bug tab on the main page just below "Read this before posting any bugs."
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