Groovtama Posted September 30, 2014 Author Share Posted September 30, 2014 Hi Can you explain how HDT bones relate to NPC bones? Can HDT bones be manually animated? How would I do a skirt lift animation. They are just nodes, the prefixes are a simple way for me to categorize nodes, they work like this: NPC Prefix: Default nodes which a body mesh can be skinned to or is animateable through Havok Animations, or both. You can also use them for HDT Physics Extension. Example: NPC Belly is only for skinning, NPC PreBreast nodes, are only for animation, NPC Pelvis is for both. NPC Breast nodes are also for enabling HDT on Breasts. HDT Prefix: Are Only bones that are for HDT purpose. You normally don't skin to them, you just animate them with HDT Physics Extension, they are also not animatable through Havok. The only thing that is skinned to HDT prefixed bones is the HDT Pussy so it's easier to differate. The HDT prefix was made so people don't ask if they have to skin a bone for HDT to their bodies, or have to ask if they are animatable. CME Prefix: Is for node scaling in RM and ECE. No skinning, no animation, no HDT, only for node scaling, moving, rotating purpose. No Prefix: Nodes I use to keep some order in the skeleton tree or weapon nodes MOV nodes (2.1): Nodes I use to offset weapon nodes. Link to comment
trepleen Posted October 2, 2014 Share Posted October 2, 2014 Does anyone have a 2010 max file of groovtama's skeleton 2.0? Link to comment
dje34 Posted October 3, 2014 Share Posted October 3, 2014 Hey, Groovtama ! Glad to see you're still doing some great work on skeletons and related stuff and updating and sharing it with us ! I've got a question about file overwriting : Does an XPMSE file has to overwrite every other file sharing the same name from every other mod to work properly ? If no, what mods do you know that shouldn't be overwritten ? Link to comment
Groovtama Posted October 3, 2014 Author Share Posted October 3, 2014 HDT Equipment stuff because I didn't integrate it. ECE More Sliders, if you want his stuff Nothing else known that isn't integrated or extends the stuff further. Link to comment
skynexus88 Posted October 4, 2014 Share Posted October 4, 2014 Hei ,i have this problem only in new V 2.06 and no problem with V 1.93. i got this message in CharacterMakingExtender ini :skse_ExCharGen_pluginloadinfo: refresh Player face start.Load ini: data\Meshes\CharacterMakingExtender\commontriraces\humanraces_slider iniLoad ini: data\Meshes\CharacterMakingExtender\commontriraces\orcraces_slider iniLoad ini: data\Meshes\CharacterMakingExtender\commontriraces\elfraces_slider iniLoad ini: data\Meshes\CharacterMakingExtender\commontriraces\defaultraces_slider iniLoad ini: data\Meshes\CharacterMakingExtender\commontriraces\unsupportedraces_slider inimatch race: Nordinfo: cache tri, check start.info: cache tri, success.info: replace morph on memory, check start.info: replace morph on memory, success.ERROR:system: illigal numerical formula 'CME' in 'CME R Finger10 [RF10]', original 'CME R Finger10 [RF10]'.ERROR:system: illigal numerical formula 'CME' in 'CME L Finger10 [LF10]', original 'CME L Finger10 [LF10]'.ERROR:system: illigal numerical formula 'NPC' in 'NPC R Finger11 [RF11]', original 'NPC R Finger11 [RF11]'.ERROR:system: illigal numerical formula 'NPC' in 'NPC L Finger11 [LF11]', original 'NPC L Finger11 [LF11]'.ERROR:system: illigal numerical formula 'CME' in 'CME R Finger11 [RF11]', original 'CME R Finger11 [RF11]'.ERROR:system: illigal numerical formula 'CME' in 'CME L Finger11 [LF11]', original 'CME L Finger11 [LF11]'.ERROR:system: illigal numerical formula 'NPC' in 'NPC R Finger12 [RF12]', original 'NPC R Finger12 [RF12]'.ERROR:system: illigal numerical formula 'NPC' in 'NPC L Finger02 [LF12]', original 'NPC L Finger02 [LF12]'.info: refresh Player face end.i use vanilla race nord and ECE,do i do something wrong? ,and how to fix it. Link to comment
Groovtama Posted October 4, 2014 Author Share Posted October 4, 2014 I don't see what ECE wants with that error Link to comment
skynexus88 Posted October 5, 2014 Share Posted October 5, 2014 I don't see what ECE wants with that error so its ok if i ignore it? ,because i got no problem while play and use hdtphysx. thanks you. Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 I don't see what ECE wants with that error so its ok if i ignore it? ,because i got no problem while play and use hdtphysx. thanks you. if the sliders are there and working, ignore it. Link to comment
skynexus88 Posted October 5, 2014 Share Posted October 5, 2014 ok, thanks you for quick answer. Link to comment
StackEmHigh Posted October 5, 2014 Share Posted October 5, 2014 Hello, and thank you in advance for reading my post. I have modded Skyrim for some time now, but this particular mod (as much as I'm sure it's amazing) has given me a hell of a time. I have read, and read, and gone in circles with this one. I have taken the advice of the author and used Mod Organizer (against my will) to install this mod. I am not familiar with any organizer (brow beat time?), now that I have installed this mod through the Mod Organizer, do I have to run my game through the Mod Organizer as well? I notice that when I use the Organizer that the data does not appear in my Skyrim directory. I know that this is because MO creates a separate directory and leaves the game directory alone. I don't want to be considered as one of those who didn't read anything - I'm going insane from all of it and will continue with this until it is solved. One thing I notice is this: I install XP32 Maximum Skeleton (not extended) and then update FNIS. When I do so, everything looks fine (242 bones for male & female). Once I install XP32 Maximum Skeleton Extended V.2.06 and run FNIS, there are now only 134 (or so - I'm re-installing as I type this so I can't get the exact number) bones for male and female and this is what makes me realize something is wrong. I would really love to be able to install this mod manually, or at least know that I don't have to run the game through MO after I use it to install this great mod. I looked at the mod folder and saw so many abbreviated sub-folders, I'm sure I've missed something. Could anyone please tell me what all of the abbreviations mean? That may help. I have all of the mod's requirements. If anyone can help, I would greatly appreciate it, and thanks for your time. I'm going back to reading and hope to hear from some kind soul! Sincerely, StackEmHigh Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 Hello, and thank you in advance for reading my post. I have modded Skyrim for some time now, but this particular mod (as much as I'm sure it's amazing) has given me a hell of a time. I have read, and read, and gone in circles with this one. I have taken the advice of the author and used Mod Organizer (against my will) to install this mod. I am not familiar with any organizer (brow beat time?), now that I have installed this mod through the Mod Organizer, do I have to run my game through the Mod Organizer as well? I notice that when I use the Organizer that the data does not appear in my Skyrim directory. I know that this is because MO creates a separate directory and leaves the game directory alone. I don't want to be considered as one of those who didn't read anything - I'm going insane from all of it and will continue with this until it is solved. One thing I notice is this: I install XP32 Maximum Skeleton (not extended) and then update FNIS. When I do so, everything looks fine (242 bones for male & female). Once I install XP32 Maximum Skeleton Extended V.2.06 and run FNIS, there are now only 134 (or so - I'm re-installing as I type this so I can't get the exact number) bones for male and female and this is what makes me realize something is wrong. I would really love to be able to install this mod manually, or at least know that I don't have to run the game through MO after I use it to install this great mod. I looked at the mod folder and saw so many abbreviated sub-folders, I'm sure I've missed something. Could anyone please tell me what all of the abbreviations mean? That may help. I have all of the mod's requirements. If anyone can help, I would greatly appreciate it, and thanks for your time. I'm going back to reading and hope to hear from some kind soul! Sincerely, StackEmHigh One page back is the same question. With the answer. Link to comment
MortiferusX Posted October 5, 2014 Share Posted October 5, 2014 Can you add a Cloaks of Skyrim Option? Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 Can you add a Cloaks of Skyrim Option? ? Link to comment
carolight Posted October 5, 2014 Share Posted October 5, 2014 Can you add a Cloaks of Skyrim Option? ? I think what is meant, adding an option to move the weapons further away from the players back, to reduce the cloak clipping. Which I agree would be nice. Link to comment
MortiferusX Posted October 5, 2014 Share Posted October 5, 2014 Can you add a Cloaks of Skyrim Option? ? I think what is meant, adding an option to move the weapons further away from the players back, to reduce the cloak clipping. Which I agree would be nice. Exactly Like this: http://www.nexusmods.com/skyrim/mods/52896/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D52896%26preview%3D&pUp=1 But this Skeleton is not compatible with Sexlab and SoS. BTW: I have Clipping issues without the cloaks too. The Greatsword is through my neck ... Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 Ehm RaceMenu and ECE has weapon position sliders with the patches of mine? Link to comment
MortiferusX Posted October 5, 2014 Share Posted October 5, 2014 I use Racemenu and the only sliders i can see with your Add-On changes the weapon-size, not the position. But a Racemenu Slider for this would be nice. Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 I use Racemenu and the only sliders i can see with your Add-On changes the weapon-size, not the position. But a Racemenu Slider for this would be nice. Then: A. You didn't have RaceMenuPluginXPMSE.esp active or installed or B. you don't use the skeleton in the files because something is overwriting it. Link to comment
MortiferusX Posted October 5, 2014 Share Posted October 5, 2014 That can only be schlongs of skyrim. I have installed it after XPMSE and overwrite the files. EDIT: After Re-Installing XPMSE i have sliders for Weapon-Positions. Is it possible to make a own slider for Crossbows? The best position for bows is not the same like crossbows. Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 That can only be schlongs of skyrim. I have installed it after XPMSE and overwrite the files. EDIT: After Re-Installing XPMSE i have sliders for Weapon-Positions. Is it possible to make a own slider for Crossbows? The best position for bows is not the same like crossbows. Ehm nope, it's not really possible without changing alot meshes,. Best would be a script solution with all the weapon positions and stuff but there is no scripted solution so far. Link to comment
parruyo Posted October 5, 2014 Share Posted October 5, 2014 New Racemenu, we do with RaceMenuPluginXPMSE.esp? Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 New Racemenu, we do with RaceMenuPluginXPMSE.esp? Still works, I already have a new plugin with the new features at testing stage. Link to comment
MortiferusX Posted October 5, 2014 Share Posted October 5, 2014 Is it possible save the Positions in the Preset? When i save and load the preset, the sliders go back to default ... Link to comment
parruyo Posted October 5, 2014 Share Posted October 5, 2014 New Racemenu, we do with RaceMenuPluginXPMSE.esp? Still works, I already have a new plugin with the new features at testing stage. Ok, then not activate new RaceMenuPlugin.esp? Link to comment
Groovtama Posted October 5, 2014 Author Share Posted October 5, 2014 Is it possible save the Positions in the Preset? When i save and load the preset, the sliders go back to default ... Presets don't save scale data from plugins, that applys to the default and to mine and to any other racemenu mod. New Racemenu, we do with RaceMenuPluginXPMSE.esp? Still works, I already have a new plugin with the new features at testing stage. Ok, then not activate new RaceMenuPlugin.esp? Yes Link to comment
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