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


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Posted

What happened with the additional sos sliders in 2.11?

Did they get removed or did I simply screw up somewhere in the installation process?

Now I have like 6 sliders instead of having around 20.

 

I'm using racemenu 2-9-6 if it helps...

 

http://www.loverslab.com/topic/25971-xp32-maximum-skeleton-extended/?p=958932

 

 

All variants are now avaiable through the RaceMenu Plugin, quiver option are just there because of bolt quiver meshes with different quiver styles, if you would read the description in the installer you could read that these are options for included animation options.

 

 

Ok, but why don´t the Sliders work?

 

How should I know what is wrong? Provide a conflict page of MO or look up your racemenu version? Or a papyrus log? Why does it not work without information about anything brings nothing.

Posted

Thank you for all the wonderful work, Groovtama!

 

Is there any chance you will add the additional bones and nodes to the male model?

 

I tried adding a belly node to the male model and it didn't work so I'm hoping a pro will do it.

Posted

Thank you for all the wonderful work, Groovtama!

 

Is there any chance you will add the additional bones and nodes to the male model?

 

I tried adding a belly node to the male model and it didn't work so I'm hoping a pro will do it.

 

please don't tell me you wanna have pregnant males...

Posted

^ Why not, after all we have Schlongs for females ;-P

 

Thanks for updates! xD

 

Wait what?

You want pregnant dudes?

 

Groovtama please don't do it (wtf really pregnant guys) but if you do include it separately please...

Posted

 

^ Why not, after all we have Schlongs for females ;-P

 

Thanks for updates! xD

 

Wait what?

You want pregnant dudes?

 

Groovtama please don't do it (wtf really pregnant guys) but if you do include it separately please...

 

 

You would have to install a mesh that supports it yourself so belly not yes or not is not an issue I just wanna know what it is for because I don't know a good purpose for the belly node on males except scaling up the belly.

Posted

Groovtama, I do not want to seem disrespectful or ungrateful, but what is the point of this new version? The animations are the same as Immersive Animations, but the skeleton is different. I respect your work very much, but back to version 2.06 and Immersive Animations... (I think it's the perfect combination). Greetings my friend.

Posted

 

^ Why not, after all we have Schlongs for females ;-P

 

Thanks for updates! xD

 

Wait what?

You want pregnant dudes?

 

Groovtama please don't do it (wtf really pregnant guys) but if you do include it separately please...

 

For me it was like ''wtf a girl with a schlong''.. It was a joke anyway..

 

P.S. DUBALADO, what are you talking about, Immersive Animations (or other animations mods) are just new/improved animations and this is an skeleton mod with many RC options..

Posted

Groovtama, I do not want to seem disrespectful or ungrateful, but what is the point of this new version? The animations are the same as Immersive Animations, but the skeleton is different. I respect your work very much, but back to version 2.06 and Immersive Animations... (I think it's the perfect combination). Greetings my friend.

 

A. You can still use IA with XPMSE2.1 and the included animations are not the same, they were in XPMS and were made by xp32 way before IA.

 

B. The skeleton is different because IA provides a stoneage xpms skeleton that should have been removed there ages ago.

 

C. The point of the new version is for me adding more weapon positions to the skeleton without doing 1000 skeleton combinations for it, the work for one variant people can choose from is now linear work instead of exponentinal

 

D. People don't need to get a custom race to have an unique weapon variant for their character compared to NPCs (will be extended to NPCs so you don't need a fucking custom race for a NPC with a seperate skeleton)

 

E. People don't need to leave their game to change their weapon variant

 

F. 876 skeletons costs me around 10-12 hours only doing the variants, XPMSE2.0 with ~218 skeletons cost like ~2 hours, that is 5 times the time I would need for 2.1 compared to 2.0, I don't want to invest that much time for the litte outcome.

 

G. 2.1 with 218 variants premade, the fomod installer is a fucking chaos (7000 lines fomod xml)

 

H. People are getting their 3 year old bow and arrow for females is fucked up fixed and don't need to get mods which are just fixing just some arrows

 

D+E and H are features which are promised by some people for a long time because they are changing the whole modding workflow for some people and now we should go back to stoneage?

Posted

With the new version I'm now getting the inward belly problem and I had no problem with 2.06. Is there a reference on how too set up NPC Belly & HDT Belly? I'm using the latest version of HDTPE 14-28(which doesn't have those in it). I've tried using Daie's All-in-One HDT but there are no physics happening at all (and I added the item thru the console for the HDT Havoc Object) and i'm using cbbe 3.3

Posted

With the new version I'm now getting the inward belly problem and I had no problem with 2.06. Is there a reference on how too set up NPC Belly & HDT Belly? I'm using the latest version of HDTPE 14-28(which doesn't have those in it). I've tried using Daie's All-in-One HDT but there are no physics happening at all (and I added the item thru the console for the HDT Havoc Object) and i'm using cbbe 3.3

I didn't do any changes to the belly. Maybe this does help.

 

Attention: HOW TO FIX INWARD BELLY AFTER UPDATING TO 2.0+

Guide how to fix it in JFF by iron_jack

Posted

 

With the new version I'm now getting the inward belly problem and I had no problem with 2.06. Is there a reference on how too set up NPC Belly & HDT Belly? I'm using the latest version of HDTPE 14-28(which doesn't have those in it). I've tried using Daie's All-in-One HDT but there are no physics happening at all (and I added the item thru the console for the HDT Havoc Object) and i'm using cbbe 3.3

I didn't do any changes to the belly. Maybe this does help.

 

Attention: HOW TO FIX INWARD BELLY AFTER UPDATING TO 2.0+

Guide how to fix it in JFF by iron_jack

 

I saw that and I tried it but I still had the inward belly So I don't believe I had it setup completely. I also tried too go back too RaceMenu 2.9.5 and your 2.06 skeleton but that inward belly was still there. Luckily I had a back up of my mods before I installed the updates.

 

I'll keep trying too find some reference but if anyone can help me out I'd appreciated.

 

EDIT: I'll try a new game and see if that helps.

Posted

 

 

With the new version I'm now getting the inward belly problem and I had no problem with 2.06. Is there a reference on how too set up NPC Belly & HDT Belly? I'm using the latest version of HDTPE 14-28(which doesn't have those in it). I've tried using Daie's All-in-One HDT but there are no physics happening at all (and I added the item thru the console for the HDT Havoc Object) and i'm using cbbe 3.3

I didn't do any changes to the belly. Maybe this does help.

 

Attention: HOW TO FIX INWARD BELLY AFTER UPDATING TO 2.0+

Guide how to fix it in JFF by iron_jack

 

I saw that and I tried it but I still had the inward belly So I don't believe I had it setup completely. I also tried too go back too RaceMenu 2.9.5 and your 2.06 skeleton but that inward belly was still there. Luckily I had a back up of my mods before I installed the updates.

 

I'll keep trying too find some reference but if anyone can help me out I'd appreciated.

 

Does it also happen with new games?

Posted

http://www.loverslab.com/topic/20799-pregnant-weighted-tbbp-armor-bodyslide2/

 

Version 3.1.3 REQUIREMENTS:

Version 3.1.3 is for CBBE bodies only.

    CBBE 3.2 or higher

    A copy of bodyslide2 (if not already included)

    A Bodyslide2 TBBP compatible skeleton (with Belly node). You should be able to find one somewhere on the LoversLab site.

    Be sure to download both .zip files that are posted here. "2.0" contains the texture files, 'Preg_armor' has the bodyslide components.

 

 

The 2.12 skeleton will do the job with that TBBP compatibility and belly node?

Posted

 

http://www.loverslab.com/topic/20799-pregnant-weighted-tbbp-armor-bodyslide2/

 

Version 3.1.3 REQUIREMENTS:

Version 3.1.3 is for CBBE bodies only.

    CBBE 3.2 or higher

    A copy of bodyslide2 (if not already included)

    A Bodyslide2 TBBP compatible skeleton (with Belly node). You should be able to find one somewhere on the LoversLab site.

    Be sure to download both .zip files that are posted here. "2.0" contains the texture files, 'Preg_armor' has the bodyslide components.

 

 

The 2.12 skeleton will do the job with that TBBP compatibility and belly node?

 

sure

Posted

 

 

 

With the new version I'm now getting the inward belly problem and I had no problem with 2.06. Is there a reference on how too set up NPC Belly & HDT Belly? I'm using the latest version of HDTPE 14-28(which doesn't have those in it). I've tried using Daie's All-in-One HDT but there are no physics happening at all (and I added the item thru the console for the HDT Havoc Object) and i'm using cbbe 3.3

I didn't do any changes to the belly. Maybe this does help.

 

Attention: HOW TO FIX INWARD BELLY AFTER UPDATING TO 2.0+

Guide how to fix it in JFF by iron_jack

 

I saw that and I tried it but I still had the inward belly So I don't believe I had it setup completely. I also tried too go back too RaceMenu 2.9.5 and your 2.06 skeleton but that inward belly was still there. Luckily I had a back up of my mods before I installed the updates.

 

I'll keep trying too find some reference but if anyone can help me out I'd appreciated.

 

Does it also happen with new games?

 

I tried a new game with most of my sexlab mods out. I just noticed the update too your mod 2.12 (I was using 2.11 which I downloaded last night). No more Inward belly now. Thank you Groov! You the man~!

Posted

Yeah, I think it would be fun to have my boy character all knocked up.

 

There are lots of mods that only some people like so I didn't think anyone would think male pregnancy would be very strange.

 

 

And for the record male skeletons already have belly and stuff...^^

 

Oh! The last time I asked about this (a few weeks ago) I thought you said there was not a belly node in the male skeleton.

 

My mistake, sorry for being a nuisance! T_T

Posted

Yeah, I think it would be fun to have my boy character all knocked up.

 

There are lots of mods that only some people like so I didn't think anyone would think male pregnancy would be very strange.

 

 

And for the record male skeletons already have belly and stuff...^^

 

Oh! The last time I asked about this (a few weeks ago) I thought you said there was not a belly node in the male skeleton.

 

My mistake, sorry for being a nuisance! T_T

Since 2.0 so around 9 weeks or so

Posted

Updated to 2.12 choose, Checkso XP skeleton, and bbp option at the end.

Now I get the darn dagger and quiver styles in Racemenu.

 

I'm not sure which skeleton you placed the style functions for the dagger, quivers, and swords on... but you might want to state that in the installer for which ever it is.

 

Hell maybe even call it "weapon location set by Styles" in the installer so people will know which one to choose.

Posted

 

Groovtama, I do not want to seem disrespectful or ungrateful, but what is the point of this new version? The animations are the same as Immersive Animations, but the skeleton is different. I respect your work very much, but back to version 2.06 and Immersive Animations... (I think it's the perfect combination). Greetings my friend.

 

A. You can still use IA with XPMSE2.1 and the included animations are not the same, they were in XPMS and were made by xp32 way before IA.

 

B. The skeleton is different because IA provides a stoneage xpms skeleton that should have been removed there ages ago.

 

C. The point of the new version is for me adding more weapon positions to the skeleton without doing 1000 skeleton combinations for it, the work for one variant people can choose from is now linear work instead of exponentinal

 

D. People don't need to get a custom race to have an unique weapon variant for their character compared to NPCs (will be extended to NPCs so you don't need a fucking custom race for a NPC with a seperate skeleton)

 

E. People don't need to leave their game to change their weapon variant

 

F. 876 skeletons costs me around 10-12 hours only doing the variants, XPMSE2.0 with ~218 skeletons cost like ~2 hours, that is 5 times the time I would need for 2.1 compared to 2.0, I don't want to invest that much time for the litte outcome.

 

G. 2.1 with 218 variants premade, the fomod installer is a fucking chaos (7000 lines fomod xml)

 

H. People are getting their 3 year old bow and arrow for females is fucked up fixed and don't need to get mods which are just fixing just some arrows

 

D+E and H are features which are promised by some people for a long time because they are changing the whole modding workflow for some people and now we should go back to stoneage?

 

 

Groovtama, you obviously have your reasons in trying to improve not only the skeleton also the proper functioning of Skyrim in general, I only use mods ... I do not know how to create them.

Then, considering this mod, if I want to keep the swords and daggers in the back ... How do I do it?

 

 

Posted

 

Groovtama, you obviously have your reasons in trying to improve not only the skeleton also the proper functioning of Skyrim in general, I only use mods ... I do not know how to create them.

Then, considering this mod, if I want to keep the swords and daggers in the back ... How do I do it?

Fire up RaceMenu by using showracemenu => Sword Style to 1 Sword Style Left to 1, Dagger Style to 1, Dagger Style Left to 1. Press R done.

 

 

Updated to 2.12 choose, Checkso XP skeleton, and bbp option at the end.

Now I get the darn dagger and quiver styles in Racemenu.

 

I'm not sure which skeleton you placed the style functions for the dagger, quivers, and swords on... but you might want to state that in the installer for which ever it is.

 

Hell maybe even call it "weapon location set by Styles" in the installer so people will know which one to choose.

 

XPMSE2.1 would need 876 skeletons for weapon varaints. That is to much of work! Use the ingame weapon variant feature of the XPMSE RaceMenu Plugin for it or do variants yourself, the needed nodes are still there.

 

Requirement (Need to be installed BEFORE):

Realistic Ragdolls and Force by dDefinder

Fores New Idles in Skyrim

For all feautres also:

SKSE 1.7.1

RaceMenu 2.9.6 for the XPMSE RaceMenu Plugin which includes Weapon Variants.

 

XPMSE RaceMenu Plugin Features:

- Many Scale\Position\Rotation Sliders

- Ingame Weapon Varaint switching, no more choosing at Installation time.

- Quiver Styles will have problems with bolt meshes this is a known problem I can't fix easily. The experimental BOLT using bolt quivers including can be used without that issue, but drawn bolts from the quiver will be invisible.

 

Not my fault when nobody reads

 

Posted

Please help, I'm using the updated skeleton and for some reason the xml files for HDT is glitchy now. The boobs and ass are non-stop jittering. This never happened with version 2.06?

Posted

 

 

^ Why not, after all we have Schlongs for females ;-P

 

Thanks for updates! xD

 

Wait what?

You want pregnant dudes?

 

Groovtama please don't do it (wtf really pregnant guys) but if you do include it separately please...

 

 

You would have to install a mesh that supports it yourself so belly not yes or not is not an issue I just wanna know what it is for because I don't know a good purpose for the belly node on males except scaling up the belly.

 

 

I'm foreseeing an immersive Santa Claus follower!

 

 

Posted

 

 

Groovtama, you obviously have your reasons in trying to improve not only the skeleton also the proper functioning of Skyrim in general, I only use mods ... I do not know how to create them.

Then, considering this mod, if I want to keep the swords and daggers in the back ... How do I do it?

Fire up RaceMenu by using showracemenu => Sword Style to 1 Sword Style Left to 1, Dagger Style to 1, Dagger Style Left to 1. Press R done.

 

 

Updated to 2.12 choose, Checkso XP skeleton, and bbp option at the end.

Now I get the darn dagger and quiver styles in Racemenu.

 

I'm not sure which skeleton you placed the style functions for the dagger, quivers, and swords on... but you might want to state that in the installer for which ever it is.

 

Hell maybe even call it "weapon location set by Styles" in the installer so people will know which one to choose.

 

XPMSE2.1 would need 876 skeletons for weapon varaints. That is to much of work! Use the ingame weapon variant feature of the XPMSE RaceMenu Plugin for it or do variants yourself, the needed nodes are still there.

 

Requirement (Need to be installed BEFORE):

Realistic Ragdolls and Force by dDefinder

Fores New Idles in Skyrim

For all feautres also:

SKSE 1.7.1

RaceMenu 2.9.6 for the XPMSE RaceMenu Plugin which includes Weapon Variants.

 

XPMSE RaceMenu Plugin Features:

- Many Scale\Position\Rotation Sliders

- Ingame Weapon Varaint switching, no more choosing at Installation time.

- Quiver Styles will have problems with bolt meshes this is a known problem I can't fix easily. The experimental BOLT using bolt quivers including can be used without that issue, but drawn bolts from the quiver will be invisible.

 

Not my fault when nobody reads

 

 

Groovtama... I tried, really tried ... but this version, it's just not my style. This is due to the fact that I do not like that my character be unique, I do not install  unique armor or weapons, with the exception of some ornaments ... I play with the original rules: what I use, can use it all in Skyrim, and we are all equal.

I appreciate the attention and detailed response to my questions. Thank you very much.

 

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