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


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Posted

 

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."

 

 

Maybe, but using the search in the top right corner while in this thread found same the link in about 3 seconds.  I found the info in the XPMSE mod page on Nexus by doing a search for Ningheim in the "Posts" section pretty quickly as well - go to posts, click on 'View Forum Thread', then use the search in the top right (same as the one here).  Again, found the info pretty quick.  So yes, a link would be nice, but a little search goes a long way... 

Posted

busy week zzz.
 

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.

 
Going to be honest here...I have no idea what you're on about.

The best I can get from the above is that you're for some reason assuming the game continues using the sheathe node for the left weapon after it's been drawn, and if that were the case, yes, I can see how this would start breaking things.
But it doesn't. As far as I know, under vanilla behavior the game pops the drawn offhand weapon directly onto the SHIELD bone. I don't know specifically how DSR/EO handle displaying the sheathed offhand weapon, but DSR's description implies a mirrored dummy mesh attached to the left sheathe node, equipped via a non-inventory item in one of the "invalid" biped slots. Probably uses a simple script to change said dummy to sheathe-only when IsWeaponOut=2 (assuming the engine doesn't just automatically empty all sheathes, wouldn't surprise me) and lets the vanilla behavior do its thing while weapons are drawn.
 
Or are you assuming I'm saying to scale PreWEAPON/PreSHIELD? If you had actually looked at what I proposed, instead of dismissing it as soon as you read how I was going about it, you would find that this isn't so because they're not even a problem here. The XPMSE script - for now - doesn't reattach PreWEAPON/PreSHIELD, so the child bones' scales don't get reset when the script runs, so it's pointless to change them. We're only dealing with sheathes here.

That all said, I haven't just blindly assumed that everything is fine; I checked DSR last weekend in case it pulled some skeletal shenanigans that I wasn't expecting. I installed EO tonight because I plan to use it in my game. Both work as expected.
 
Now, that still leaves what we're operating on - sheathe scales - and they are indeed screwed up slightly because of scaled translations. This isn't an actual problem, because the player can easily readjust the position using the relevant sliders that are right under the scale sliders.
Sure, the resulting node displacement will change where the sheathe is pivoting more than direct scaling would have, but for normal gameplay the amounts of scaling/translation in question will be so small anyway that in the vast majority of cases it's going to be a non-issue. Most players will want to adjust to avoid armor clipping and match their WEAPON/SHIELD scales, not go nuts and 2x+ scale everything. Sane adjustments aren't going to break things any more than they usually would.
 
If the player does go crazy with the scale, they won't have anywhere near enough slider width to fix the positioning...but that's their problem, not yours or mine. It's not worth sticking guards on everything to prevent.
 

Do what you want with it, I'm done. I won't bother you with it any further.

 

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.


Assuming a tail is logically arranged, and all bones are in order, yes. On the other hand, there're things like the poorly-laid-out HDT multi-tails, where they've extended HDT Tailbone 01-04 for one tail "branch", then 05-08 for another, and so on.

Is this support for that in particular? No, because HDT tails don't even use the CME tailbone out of the box. It's simply an example that comes to hand of where a "catch-all" slider would be useful, and more utility never hurts.

I do now think that it would be better as a separately-added slider, however, and not included in main XPMSE, since such improperly laid-out tails and accessories are an exception to the rule and building more the same way shouldn't be encouraged. Suggestion withdrawn.

Guest Momber
Posted

  • 3.80 (2016-03-27)
  • - Changed Weapon Scaling Module logic

Unfortunately that didn't help. At all.

Is it really too much to ask that a wielded weapon should be the same size as when it's sheathed? Especially when I'm not even using any scaling options (all scaling sliders at 1 in RM).

 

One more thing. When I save and exit with either a dagger, waraxe or mace equipped in the offhand, then reload, either of those weapons show up as a copy in the right-hand position. But it's an idle copy, meaning when I unsheathe, the copy stays sheathed and the pc suddenly has three weapons equipped. Unequipping the body armor (!), then re-equipping, makes the third weapon disappear again.

 

* using 3.84 with Racemenu 3.4.5

Posted

Hi, I just switched from NMM to Mod Organizer. I know we aren't supposed to let other mods overwrite certain files in XP32. IN NMM you get an alert that you can say no to. Howq do I do this with Mod Organizer? Thanks.

Posted

Funny thing about MO if you hold your cursor over the item for awhile it will tell you what it is like the lightning bolts XD

  • 2 weeks later...
Posted

So at the risk of sounding daft as a plank, what exactly is "NiOverride Plugin4"? Because the XPMSE MCM status page says I'm missing it. Now, the thing with that is, I've been using XPMSE for ages and just recently got around to updating to the current version, because I'm slow and old and I hate change. And, suddenly I'm apparently missing something, despite having carefully ensured to update everything listed as a requirement just in case I had neglected to previously.

 

FloppySOS also seems to no longer function for me since installing this version of the skeleton.

 

I readily admit to not being particularly expert when it comes to modding, but...up to now, I've had no issues. I am confuse.

 

Edit: A simple reinstall of FloppySOS fixed the issue, however odd it was. And the XPMSE MCM is now reporting everything is fine and dandy, which is cool. I'm not getting any CTD's or anything. Except, weapon styles aren't working, either by RaceMenu or the MCM settings.

Posted (edited)

Hey, I spent most of my time going through the thread to find an answer for my question but I think I'm walking around blind by doing so since I don't understand how the skeleton works. This problem has been posted before but I don't think I understand what to do, if someone doesn't mind explaining?

 

I loaded XPMSE just fine, everything works - except some of the scaling options for weapons.

 

From what I see on the racemenu screen.. there is Body Scale and Weapon Scale. Body Scale has options for Main Hand weapon and Off-hand weapon, which essentially makes the weapon on my character larger when sheathed. The Weapon Scale has options like rotating weapons and so on.. including options like Axe Scale / Axe Scale (Left). 

 

My problem is that.. I changed the Body Scale Main Hand / Off-hand option to a value like 1.2 and the sheathed weapons became bigger. I saved and exited and the weapon appeared large.. but it shrank to normal size when I unsheathed it, and it became large again when I sheathed it.

 

I saw that the XPMSE weapon slider is supposed to copy racemenu weapon sheath sizes and apply it to drawn weapons so I did not touch the Weapon Slider tab in RaceMenu before. Since the resize didn't work, I tried another way:

 

I read through the thread and tried changing the size under the Weapon Scale tab to 1.2 too, similar to my Body Scale tab, and my sheathed weapon became almost twice as large at my waist.. but unsheathing it didn't change the size when drawn since it remained small like the original. 

Same problem as above - I also tried it using a larger size like 1.5 as a test, since the change should be painfully obvious to me. The weapon still remained small though.

 

I'm mostly confused because I also have a bow equipped and shown on my character using Equipping Overhaul - the Body Scale Bow option is set to 0.8 while the Weapon Scale Bow option is set to 1.3 and it works fine. As in, the bow is small on my back but looks larger when unsheathed (This is basically what I want).

I never had a problem with the bow in my entire playthrough.. the MH/OH weapons are the ones with the resizing issues.

 

The tricky thing is that sometimes when I choose to reload the save, they will 'work' then it will go back to the same problem as I just described where changing sliders end up not affecting the drawn weapon at all - usually after load screens or save reloads. At times, the left weapon ends up larger than the right weapon and all manner of problems pertaining to resizes.. but my bow is working just fine and has never had any resize issues no matter how many saves are loaded. 

 

I was wondering what the fix was for this. I know that Groovtama mentioned proper weapon scaling as one of the answers but I don't really know where or what that is.. or how to not use it. Some mention it being an ESP but I don't have the ESP of it. Also, why is my bow never affected but the MH/OH weapons are?

 

I have Dual Sheathe Redux installed, FNIS, RRaF, Equipping Overhaul and Racemenu 3.4.5 with Racial Compatibility overwriting files for Dawnguard. The rest of the plugins are texture changers for weapons and custom weapon mods.

 

Any help is appreciated - sorry for the long post, I thought it would be better to include all the information instead of giving another one liner.

Edited by RitsuSetsuna
Posted

Hey, I spent most of my time going through the thread to find an answer for my question but I think I'm walking around blind by doing so since I don't understand how the skeleton works. This problem has been posted before but I don't think I understand what to do, if someone doesn't mind explaining?

 

I loaded XPMSE just fine, everything works - except some of the scaling options for weapons.

 

From what I see on the racemenu screen.. there is Body Scale and Weapon Scale. Body Scale has options for Main Hand weapon and Off-hand weapon, which essentially makes the weapon on my character larger when sheathed. The Weapon Scale has options like rotating weapons and so on.. including options like Axe Scale / Axe Scale (Left). 

 

My problem is that.. I changed the Body Scale Main Hand / Off-hand option to a value like 1.2 and the sheathed weapons became bigger. I saved and exited and the weapon appeared large.. but it shrank to normal size when I unsheathed it, and it became large again when I sheathed it.

 

I saw that the XPMSE weapon slider is supposed to copy racemenu weapon sheath sizes and apply it to drawn weapons so I did not touch the Weapon Slider tab in RaceMenu before. Since the resize didn't work, I tried another way:

 

I read through the thread and tried changing the size under the Weapon Scale tab to 1.2 too, similar to my Body Scale tab, and my sheathed weapon became almost twice as large at my waist.. but unsheathing it didn't change the size when drawn since it remained small like the original. 

Same problem as above - I also tried it using a larger size like 1.5 as a test, since the change should be painfully obvious to me. The weapon still remained small though.

 

I'm mostly confused because I also have a bow equipped and shown on my character using Equipping Overhaul - the Body Scale Bow option is set to 0.8 while the Weapon Scale Bow option is set to 1.3 and it works fine. As in, the bow is small on my back but looks larger when unsheathed (This is basically what I want).

I never had a problem with the bow in my entire playthrough.. the MH/OH weapons are the ones with the resizing issues.

 

The tricky thing is that sometimes when I choose to reload the save, they will 'work' then it will go back to the same problem as I just described where changing sliders end up not affecting the drawn weapon at all - usually after load screens or save reloads. At times, the left weapon ends up larger than the right weapon and all manner of problems pertaining to resizes.. but my bow is working just fine and has never had any resize issues no matter how many saves are loaded. 

 

I was wondering what the fix was for this. I know that Groovtama mentioned proper weapon scaling as one of the answers but I don't really know where or what that is.. or how to not use it. Some mention it being an ESP but I don't have the ESP of it. Also, why is my bow never affected but the MH/OH weapons are?

 

I have Dual Sheathe Redux installed, FNIS, RRaF, Equipping Overhaul and Racemenu 3.4.5 with Racial Compatibility overwriting files for Dawnguard. The rest of the plugins are texture changers for weapons and custom weapon mods.

 

Any help is appreciated - sorry for the long post, I thought it would be better to include all the information instead of giving another one liner.

The weapon and offhand sliders, are for offsetting the scale, xpmse already updates sclaes from the sheathed weapons, don't touch those two sliders, I mentioned that like 500 times. if you scale your drawn weapon by 1.2 and your sheath by 1.2 the weapon in your hand will be 1.44x bigger because 1.2 from weapon sclae and 1.2 from the sheath the module will copy will result in 1.2x1.2=1.44.

Posted

@Groov

 

Thanks for taking the time to reply to the question - even if it was mentioned a number of times before. 

 

If you don't mind me going over it once more - I now reset all weapon scales to the base value of 1, all I need to do is to make the Body Scale weapon slider to 1.2 and it should work with drawn weapons and automatically make them 1.2 in size when drawn - leaving the Weapon Scale sliders alone?

 

Could I also ask why it resizes by itself at times? Is this due to a mod conflict or is there another reason?

 

 

Posted

@Groov

 

Thanks for taking the time to reply to the question - even if it was mentioned a number of times before. 

 

If you don't mind me going over it once more - I now reset all weapon scales to the base value of 1, all I need to do is to make the Body Scale weapon slider to 1.2 and it should work with drawn weapons and automatically make them 1.2 in size when drawn - leaving the Weapon Scale sliders alone?

 

Could I also ask why it resizes by itself at times? Is this due to a mod conflict or is there another reason?

Body category offsets the drawn weapon scale, you leave those two sliders alone for fucks sake.

 

Weapon category scales sheathed weapon and xpmse weapon scales copies it to the drawn weapon when you draw it.

Posted

ELI5 couldn't be more useful right now.

I digress...

 

From the last post, I spent the time changing the weapon category scales between 1.0 to 1.3 for different weapon types, drawing the weapons and save/loading repeatedly.. until it eventually worked. I don't really know how.. or why.. or what I did.. but it seems to be sticking to the changes now all of a sudden.

 

I waited in-between drawing and sheathing also.

 

But..

If I exit the game completely and re-enter the same new game I started for the testing (where it worked prior to game closure), the scales return to normal size when I draw them out again.. but the sheathed weapon retains the changed slider size - it looks like I have to open racemenu and do what I did in the above paragraph for the changes to stick until the next time I close the game.

 

Also, the 1.2x1.2 part was only mentioned because the previous example of the bow being 0.8x1.3 was the working result that I was going for when using the sliders, or the only slider that worked at all.

I figured I should have mentioned it.

 

The problem it looks fixed, if you don't count racemenu on startup part.

Thanks for taking the time, as mildly peeving as it may be to see this question repeatedly.

 

Posted

ELI5 couldn't be more useful right now.

I digress...

 

From the last post, I spent the time changing the weapon category scales between 1.0 to 1.3 for different weapon types, drawing the weapons and save/loading repeatedly.. until it eventually worked. I don't really know how.. or why.. or what I did.. but it seems to be sticking to the changes now all of a sudden.

 

I waited in-between drawing and sheathing also.

 

But..

If I exit the game completely and re-enter the same new game I started for the testing (where it worked prior to game closure), the scales return to normal size when I draw them out again.. but the sheathed weapon retains the changed slider size - it looks like I have to open racemenu and do what I did in the above paragraph for the changes to stick until the next time I close the game.

 

Also, the 1.2x1.2 part was only mentioned because the previous example of the bow being 0.8x1.3 was the working result that I was going for when using the sliders, or the only slider that worked at all.

I figured I should have mentioned it.

 

The problem it looks fixed, if you don't count racemenu on startup part.

Thanks for taking the time, as mildly peeving as it may be to see this question repeatedly.

 

ELI5: Do not touch the Main-Hand and Off-Hand Scale in Body Scales Category and use the Scale one in the Weapon Category, XPMSE shows the scales you have for the sheathed weapon on the drawn ones.

Posted

Got a strange issue with the 3.86 version creating a huge amount of WeaponScaleEffect scripts in my saves if I play for a while.

 

Using the Script Scalpel at http://www.nexusmods.com/skyrim/mods/53045/? in the  save after trying to load it; it says

 

 

 

Analysis...

Warning: There are 988#Section: Active Threads active threads inside the savegame. It's a lot. This can cause performance issues and savegame bloat. If the Thread count will keep growing in a quiet location, then consider removing related mods or using the corresponding cleaning technique.

988 threads are associated with script instances. Consider using "Remove Unattached Instances". No luck with removing instances? Try "Terminate Active Threads".

Threads count is growing. Difference is 771

903  threads ( OnObjectEquipped) were created by one single instance with ID  3651085072#Self: 3651085072, which belongs to class XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect from XPMSE#Resource: XPMSE. This looks suspicious. Please, ensure that these threads are not stuck. You can play a bit and check if these threads are finished or not.
Note: the engine was executing the following instruction at the moment of writing the savegame (is this instruction stuck or it just needs some time to finish?):
I2: call<method>   Restyle, self, NoneVar, 0;

 

 

Not sure what would be causing this script to spawn so many instances.  I kill it and can keep playing for a while again, but then it grows to a huge amount.

 

Here's the Papyrus logs and Modlist if they're worth anything for troubleshooting:

 

 

Papyrus.0.log

modlist.txt

ScriptScalpelOutput.txt

  • 2 weeks later...
Posted

I want to try the shield on back style by Dual Sheath Redux... But the mod uses JRE and Im afraid it fucks up and overwrites or creates scripts and loose files..... Is there something I should back up before installing Dual Sheath Redux and using JRE???

Posted

So at the risk of sounding daft as a plank, what exactly is "NiOverride Plugin4"? Because the XPMSE MCM status page says I'm missing it. Now, the thing with that is, I've been using XPMSE for ages and just recently got around to updating to the current version, because I'm slow and old and I hate change. And, suddenly I'm apparently missing something, despite having carefully ensured to update everything listed as a requirement just in case I had neglected to previously.

 

FloppySOS also seems to no longer function for me since installing this version of the skeleton.

 

I readily admit to not being particularly expert when it comes to modding, but...up to now, I've had no issues. I am confuse.

 

Edit: A simple reinstall of FloppySOS fixed the issue, however odd it was. And the XPMSE MCM is now reporting everything is fine and dandy, which is cool. I'm not getting any CTD's or anything. Except, weapon styles aren't working, either by RaceMenu or the MCM settings.

 

Can you check this post plz Night sky, im trying to find some kind of issue with FloppySOS and skeleton : http://www.loverslab.com/topic/46913-how-to-debug-ctd/?p=1568885

 

I had some real trouble recently and lots of ppl around too with their saves. Appear to be a skeleton modifier problem.

  • 2 weeks later...
Posted

@Groovtama

First of all, thanks for sharing your work, man, the world is different and better with it, really.

Second, I would like to tweak (if possible) the female skeleton, specifically the thigh bones NPC L Thigh and ​NPC R Thigh, translating 1 more point to x (more hip amplitude). I can do a little with nifskope, but not with 3ds or blender. I know that animations ingame repositions bones as the same skeleton used for made such animations, but I've founded this:

http://trainwiz.tumblr.com/post/119061407899/how-to-make-skeletons-of-unusual-shape-in-skyrim. Can u take a look if not too busy and say what u think about it?

Thanks a lot again dude

Posted

 

ELI5 couldn't be more useful right now.

I digress...

 

From the last post, I spent the time changing the weapon category scales between 1.0 to 1.3 for different weapon types, drawing the weapons and save/loading repeatedly.. until it eventually worked. I don't really know how.. or why.. or what I did.. but it seems to be sticking to the changes now all of a sudden.

 

I waited in-between drawing and sheathing also.

 

But..

If I exit the game completely and re-enter the same new game I started for the testing (where it worked prior to game closure), the scales return to normal size when I draw them out again.. but the sheathed weapon retains the changed slider size - it looks like I have to open racemenu and do what I did in the above paragraph for the changes to stick until the next time I close the game.

 

Also, the 1.2x1.2 part was only mentioned because the previous example of the bow being 0.8x1.3 was the working result that I was going for when using the sliders, or the only slider that worked at all.

I figured I should have mentioned it.

 

The problem it looks fixed, if you don't count racemenu on startup part.

Thanks for taking the time, as mildly peeving as it may be to see this question repeatedly.

 

ELI5: Do not touch the Main-Hand and Off-Hand Scale in Body Scales Category and use the Scale one in the Weapon Category, XPMSE shows the scales you have for the sheathed weapon on the drawn ones.

 

 

Groovtama seeing how people keep asking the same damn question all the time think its better to put it in CAPS with RED color in the mod description ? :P

 

That said thanks for all the hard work groovtama :)

Posted

@Groovtama

First of all, thanks for sharing your work, man, the world is different and better with it, really.

Second, I would like to tweak (if possible) the female skeleton, specifically the thigh bones NPC L Thigh and ​NPC R Thigh, translating 1 more point to x (more hip amplitude). I can do a little with nifskope, but not with 3ds or blender. I know that animations ingame repositions bones as the same skeleton used for made such animations, but I've founded this:

http://trainwiz.tumblr.com/post/119061407899/how-to-make-skeletons-of-unusual-shape-in-skyrim. Can u take a look if not too busy and say what u think about it?

Thanks a lot again dude

The information in that post where 2 year old news to me when it was posted a year ago. There is already a hip node.

 

 

ELI5 couldn't be more useful right now.

I digress...

 

From the last post, I spent the time changing the weapon category scales between 1.0 to 1.3 for different weapon types, drawing the weapons and save/loading repeatedly.. until it eventually worked. I don't really know how.. or why.. or what I did.. but it seems to be sticking to the changes now all of a sudden.

 

I waited in-between drawing and sheathing also.

 

But..

If I exit the game completely and re-enter the same new game I started for the testing (where it worked prior to game closure), the scales return to normal size when I draw them out again.. but the sheathed weapon retains the changed slider size - it looks like I have to open racemenu and do what I did in the above paragraph for the changes to stick until the next time I close the game.

 

Also, the 1.2x1.2 part was only mentioned because the previous example of the bow being 0.8x1.3 was the working result that I was going for when using the sliders, or the only slider that worked at all.

I figured I should have mentioned it.

 

The problem it looks fixed, if you don't count racemenu on startup part.

Thanks for taking the time, as mildly peeving as it may be to see this question repeatedly.

 

ELI5: Do not touch the Main-Hand and Off-Hand Scale in Body Scales Category and use the Scale one in the Weapon Category, XPMSE shows the scales you have for the sheathed weapon on the drawn ones.

 

 

Groovtama seeing how people keep asking the same damn question all the time think its better to put it in CAPS with RED color in the mod description ? :P

 

That said thanks for all the hard work groovtama :)

 

Does not work. I tried.

Posted

 

@Groovtama

First of all, thanks for sharing your work, man, the world is different and better with it, really.

Second, I would like to tweak (if possible) the female skeleton, specifically the thigh bones NPC L Thigh and ​NPC R Thigh, translating 1 more point to x (more hip amplitude). I can do a little with nifskope, but not with 3ds or blender. I know that animations ingame repositions bones as the same skeleton used for made such animations, but I've founded this:

http://trainwiz.tumblr.com/post/119061407899/how-to-make-skeletons-of-unusual-shape-in-skyrim. Can u take a look if not too busy and say what u think about it?

Thanks a lot again dude

The information in that post where 2 year old news to me when it was posted a year ago. There is already a hip node.

 

Ok, I know the existence of the hip node too but actually with bodyslide  can't get the desired effect:

 

post-29509-0-27104900-1465406036_thumb.jpg

Posted

 

 

@Groovtama

First of all, thanks for sharing your work, man, the world is different and better with it, really.

Second, I would like to tweak (if possible) the female skeleton, specifically the thigh bones NPC L Thigh and ​NPC R Thigh, translating 1 more point to x (more hip amplitude). I can do a little with nifskope, but not with 3ds or blender. I know that animations ingame repositions bones as the same skeleton used for made such animations, but I've founded this:

http://trainwiz.tumblr.com/post/119061407899/how-to-make-skeletons-of-unusual-shape-in-skyrim. Can u take a look if not too busy and say what u think about it?

Thanks a lot again dude

The information in that post where 2 year old news to me when it was posted a year ago. There is already a hip node.

Ok, I know the existence of the hip node too but actually with bodyslide can't get the desired effect:

 

Buf.jpg

Bodyslide has nothing to do with node manipulation. Bodyslide is morphing a mesh. Apply the morphs needed for the result.

Posted

Hello. By some reason, all of the weapons scales work for me, except for the shields. I can't change their scale or mark it like hidden. What could be the reason? I'm using the lastest version, with latest FNIS.

Posted

Hello. By some reason, all of the weapons scales work for me, except for the shields. I can't change their scale or mark it like hidden. What could be the reason? I'm using the lastest version, with latest FNIS.

Shield scale in weapons is for the dsr shield on back feature.

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