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


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Posted

hi sir, i want to ask about the sword on back and dagger on hip thingy, im not sure why, on my last play, it works fine, but when after i install/upgrade some new mods here and start new play through with live another life, the sword and dagger become appear on my side (like vannila) even though i did do reinstall of skeleton (just not overwrite animation of immersive anim, not skeleton.hkx) the sword and dagger still same, but arrow work fine, and dual sheath redux shield work fine too, may u help me?

 

im using ece, not install the more option to it, and use dual sheath redux, immersive anim, some running animation

 

this is my lastest installed mods before i started the new game, do u suspect any conflicting mods? thankyou

 

 

post-563509-0-99708400-1416393898_thumb.jpg

Posted

 

 

You did the repair?

 

Does it also happen with new games?

Both yes, I even try with many different characters like Orc, Breton etc. Still the same.

 

That wasn't my question, new game resets the cached skeleton.

 

Every edits in the racemenu are presistent in the cached skeleton which is saved to the actor.

If it still happens on a new game you are using the old RaceMenu script for Weapons of 2.13. Which still has the bug.

 

The Repair script resets the damaged Staffs of the cached skeleton back to default, which fixes a character cached skeleton.

 

Hmn.. I fully uninstalled all mods and reinstalled Skyrim with all latest mods version, and it is still happening on new game..

Posted

 

 

 

You did the repair?

 

Does it also happen with new games?

Both yes, I even try with many different characters like Orc, Breton etc. Still the same.

 

That wasn't my question, new game resets the cached skeleton.

 

Every edits in the racemenu are presistent in the cached skeleton which is saved to the actor.

If it still happens on a new game you are using the old RaceMenu script for Weapons of 2.13. Which still has the bug.

 

The Repair script resets the damaged Staffs of the cached skeleton back to default, which fixes a character cached skeleton.

 

Hmn.. I fully uninstalled all mods and reinstalled Skyrim with all latest mods version, and it is still happening on new game..

 

https://drive.google.com/file/d/0BwUmX0svlicxblRMbzdjeHJYTDA/view?usp=sharing

These are the scripts for XPMSE2+RM3 which will be used in the future update, they also work with 2.9.7, I know that these can't cause the issue on a new game, start a new one with them installed, if the problem still exists you have some inconsitent in your XPMSE installation, where the repair just gets overwritten over and over again.

Posted

I don't know, if this has come up before, but is there a way to get a xml  file, or better yet,  a .txt list of the bones used in the skeleton.hkx or skeleton_female.hkx (Skeleton Rig BBP)?  I tried to convert it with hkxcmd, without success...

Posted

I don't know, if this has come up before, but is there a way to get a xml  file, or better yet,  a .txt list of the bones used in the skeleton.hkx or skeleton_female.hkx (Skeleton Rig BBP)?  I tried to convert it with hkxcmd, without success...

VIP (Modders\Animators Section):

New XPMSE 2.1 Rig txt and behaviour files: Resource

 

I updated the broken google drive link, there is everything except a max file of the skeleton

Posted

 

I don't know, if this has come up before, but is there a way to get a xml  file, or better yet,  a .txt list of the bones used in the skeleton.hkx or skeleton_female.hkx (Skeleton Rig BBP)?  I tried to convert it with hkxcmd, without success...

VIP (Modders\Animators Section):

New XPMSE 2.1 Rig txt and behaviour files: Resource

 

I updated the broken google drive link, there is everything except a max file of the skeleton

 

 

Thank you. Very nice ;-)

 

Posted

hey man I was having some crushed butt issues with my character until I came across this post.

 

http://www.loverslab.com/topic/22852-crushed-butt-with-tbbphdtbodyslide/?do=findComment&comment=572096

 

It told me to delete the .hkx file in the character assets female folder and after I did that I solved the crushed butt issue and my character's butt have HDT physics in them.

 

I just wanted to let you know because there might be some Issues with the skeleton that you are using.

 

I am using the xp32 skeleton extender version 2.14.

Posted

hey man I was having some crushed butt issues with my character until I came across this post.

 

http://www.loverslab.com/topic/22852-crushed-butt-with-tbbphdtbodyslide/?do=findComment&comment=572096

 

It told me to delete the .hkx file in the character assets female folder and after I did that I solved the crushed butt issue and my character's butt have HDT physics in them.

 

I just wanted to let you know because there might be some Issues with the skeleton that you are using.

 

I am using the xp32 skeleton extender version 2.14.

... seriously explaining or raging to your post is a waste of time.

Posted

 

hey man I was having some crushed butt issues with my character until I came across this post.

 

http://www.loverslab.com/topic/22852-crushed-butt-with-tbbphdtbodyslide/?do=findComment&comment=572096

 

It told me to delete the .hkx file in the character assets female folder and after I did that I solved the crushed butt issue and my character's butt have HDT physics in them.

 

I just wanted to let you know because there might be some Issues with the skeleton that you are using.

 

I am using the xp32 skeleton extender version 2.14.

... seriously explaining or raging to your post is a waste of time.

 

 

You seriously need to calm down with that attitude of yours...

Posted

Hmm how to put this....

 

I haven't seen anyone talk in this thread about the Head and Height sliders. For me anyways, I seem to be missing them in RaceMenuPluginXPMSE. They have been missing in all upgrades since my older version of 2.05

 

Is this intentional? Maybe I have done something wrong, seems odd that no one has commented on it, makes me think I did something wrong.

 

EDIT: I guess I can get the head and height sliders by using the RaceMenuPlugin as well with RaceMenuPluginXPMSE loading under it. I had it disabled before... Now I feel silly...

 

Well leaving my sillyness in case another dumbass has the same issue LOL.

Posted

Hmm how to put this....

 

I haven't seen anyone talk in this thread about the Head and Height sliders. For me anyways, I seem to be missing them in RaceMenuPluginXPMSE. They have been missing in all upgrades since my older version of 2.05

 

Is this intentional? Maybe I have done something wrong, seems odd that no one has commented on it, makes me think I did something wrong.

 

EDIT: I guess I can get the head and height sliders by using the RaceMenuPlugin as well with RaceMenuPluginXPMSE loading under it. I had it disabled before... Now I feel silly...

 

Well leaving my sillyness in case another dumbass has the same issue LOL.

 

Yeah RaceMenuPlugin and RaceMenuPluginXPMSE are compatible now, that is why the disabling Warning is not there anymore, you have some sliders double but they are not conflicting with each other, you can use both, which one is ot important, because of the new Scaling API in NiOverride. There is no issue from using the default RM one or the xpmse one, it has no conflict problems like in 2.06 and pre RM2.9.7 versions were I had to overwrite RM scripts, or with old NetImmerse mods like  other RM slider mods like "RM Sliders for XPMS".

 

 

 

 

 

hey man I was having some crushed butt issues with my character until I came across this post.

 

http://www.loverslab.com/topic/22852-crushed-butt-with-tbbphdtbodyslide/?do=findComment&comment=572096

 

It told me to delete the .hkx file in the character assets female folder and after I did that I solved the crushed butt issue and my character's butt have HDT physics in them.

 

I just wanted to let you know because there might be some Issues with the skeleton that you are using.

 

I am using the xp32 skeleton extender version 2.14.

... seriously explaining or raging to your post is a waste of time.

 

 

You seriously need to calm down with that attitude of yours...

 

 

The crushed body parts come from the BBP hkx or a bbp animation file when you used bodies\animations that are weighted\animated not to the right skeleton that is why that option has a warning put on in the installer (Solution: Read the installer descriptions).

When you delete that hkx and it fixes anything you ignored the warning or you overwrite my stuff with some other stuff (Solution: Read the FAQ on the original's mod page Short: install last, nothing should overwrite it).

The default one that should be used in 99,999% of the cases can't have the issues! It can't, it is impossible! When you have it with the default hkx, it's 100% the hdt pe xml fault or anything else, and deleting will not help.

 

Why I have that attitude towards people posting me fixes is because:

1. If there would be a simple,trivial fix that is one year old, I would know of it and would already be in XPMSE1.93ar30.

2. If there would be an issue that needs fixing I would already get annoyed by authors of other mods to fix it

3. I put hours of thinking why/where/if/what/how many/more/less nodes are needed for sections of the skeleton, I also looked pretty closly to get as many fixes xp32 did to the hkx are preserved, and that as much as possible which are overseen are getting found. And that as much as possible inconsistence in skeletons is removed, without breaking stuff, The only reason why ECE files are still maintained are because ECE wouldn't work correctly without the patch, that is the only thing,I ever had to break from the default, otherwise the ECE ini files would be a messy pile of node names.

 

Posted

Hello, Groovtama. I have a little problem.

 

All my tails - Khajiit and Argonian - are responsive. They are stiff and pointing straight from characters. I am not playing a beast character, but human. This matter effects all NPCs.

 

I did see your "HOW 2 PEPARE TAILS TO WORK WITH THE TAIL POSITION SLIDERS:" at front page. Does this mean that we all have to start using nifskope for now on, when using this skeleton?

 

Or, did I miss something and this is not related to your skeleton?

It started yesterday, when I created a new game with this skeleton. It continued, when I tested another game.

Posted

Hello, Groovtama. I have a little problem.

 

All my tails - Khajiit and Argonian - are responsive. They are stiff and pointing straight from characters. I am not playing a beast character, but human. This matter effects all NPCs.

 

I did see your "HOW 2 PEPARE TAILS TO WORK WITH THE TAIL POSITION SLIDERS:" at front page. Does this mean that we all have to start using nifskope for now on, when using this skeleton?

 

Or, did I miss something and this is not related to your skeleton?

It started yesterday, when I created a new game with this skeleton. It continued, when I tested another game.

The "HOW 2" is for the tails to moved with RM/ECE it is not possible out of the box because of the weighting of the tails, that how 2 has nothing to do with functionality.

 

That tails don't work can have 2 reasons:

1. the hkx file the tail points to in the extra string in the nif is missing if you use a "vanilla" like animated tail

2. the xml file the tail points to in the HDT Physics Extra String is missing when you use HDT animated tails or HDT is not functioning.

Posted

 

That tails don't work can have 2 reasons:

1. the hkx file the tail points to in the extra string in the nif is missing if you use a "vanilla" like animated tail

2. the xml file the tail points to in the HDT Physics Extra String is missing when you use HDT animated tails or HDT is not functioning.

 

 

I am using MO and there is nothing like this should be overwritten in my load order. HDT seems to be working. I have no idea what could cause it.

 

Thank you. At least I now know where to start troubleshooting this thing.

Posted

 

 

That tails don't work can have 2 reasons:

1. the hkx file the tail points to in the extra string in the nif is missing if you use a "vanilla" like animated tail

2. the xml file the tail points to in the HDT Physics Extra String is missing when you use HDT animated tails or HDT is not functioning.

 

 

I am using MO and there is nothing like this should be overwritten in my load order. HDT seems to be working. I have no idea what could cause it.

 

Thank you. At least I now know where to start troubleshooting this thing.

 

For both you just have to look up the nifand the file pathes and maybe for 2 if the xml gets loaded. 

Posted

I am sorry to keep bothering you, but I really do not know what to do here.

 

As said, this part of modding is completely new to me. I have tried to locate files you spoke of and and also find meshes with NifScope. I do not know what I am looking at. Should I be searching trough your skeleton? I opened beast version in NifScope, but at least the left dropdown list did not contain any names previously mentioned. I have also searched my files trough manually. I still don't know what I should be working with.

 

I have completely re-installed my game. Tails worked with vanilla setting + Alternate Start. After that I have only added FNIS, resent version oft his skeleton and HDT. I have tried with or without HDT, each time in completely new game: Khajiit tails are still stiffs. I have run all my tools trough Mod Organizer, but I am still completely clueless what to do.

I am sure that this is more simple than I think it would be - your reply hinted that this would be easy enough -, but for some reason I can't grasp what you mean.

 

Please understand that this is literally the first day in my life when I am trying to figure things related to this part of modding. I did my best to read and try everything that I could think of, before writing another request. I am still hitting the wall here.

Edit: 6 hours later and still hitting the wall.

I think it is better to make a separate thread out of this, if no one here is able to help.

 

Posted

I am sorry to keep bothering you, but I really do not know what to do here.

 

As said, this part of modding is completely new to me. I have tried to locate files you spoke of and and also find meshes with NifScope. I do not know what I am looking at. Should I be searching trough your skeleton? I opened beast version in NifScope, but at least the left dropdown list did not contain any names previously mentioned. I have also searched my files trough manually. I still don't know what I should be working with.

 

I have completely re-installed my game. Tails worked with vanilla setting + Alternate Start. After that I have only added FNIS, resent version oft his skeleton and HDT. I have tried with or without HDT, each time in completely new game: Khajiit tails are still stiffs. I have run all my tools trough Mod Organizer, but I am still completely clueless what to do.

I am sure that this is more simple than I think it would be - your reply hinted that this would be easy enough -, but for some reason I can't grasp what you mean.

 

Please understand that this is literally the first day in my life when I am trying to figure things related to this part of modding. I did my best to read and try everything that I could think of, before writing another request. I am still hitting the wall here.

 

Edit: 6 hours later and still hitting the wall.

I think it is better to make a separate thread out of this, if no one here is able to help.

The vanilla "data\meshes\actors\character\character assets\maletailargonian.nif" file has a BGED node that points to the "data\meshes\AuxBones\Tail\TailProject.hkx" file

There is similar stuff if you are using a HDT tail. In this case the maletailargonian.nif file has a different node that points to a xml file.

Check these nodes and paths. Under MO you need to figure out where to look for the files.

Posted

Download the 14.28 version, it is the first Thread in Downloads, use this to create a new MOD.

You can rename the hdtPysicsExtensionsDefaultBBP.xml file to hdtm.xml and use it to overwrite the hdtm.xml You may have installed. You can also rename it to hdt.xml, and overwrite any hdt.xml file You may have installed.

If You try this, You can eliminate these specific files as the source of Your stiff tails, Mod Organiser makes doing this without doing anything really bad to a Game very easy. If just the hdtPhysicsExtension fixes Your Problem when installed as Your highest Priority Mod, then You only need to look for a conflicing file using Mod Organiser :idea:  

There is the chance a Mod with a different Skeleton than XPMSE 2.14 could be causing Your tail problems.

On My left pane, XPMSE and My SKSE Plugins always have the highest priority, only two thing come after in My install, a Bashed Patch and My FNIS MOD made from what FNIS places into the overwrite section when I run FNIS.

EDIT (after reading B3lisarios post) the xml files are usually in Skyrim\Data\SKSE\Plugins.

EDIT I hate misspelling names.

Posted

Thank you for your help.

I am not currently using any HDT tails. I tried it after first finding the problem, but they only crashed my game.

 

Why the problem persists, I have made a full thread about it. I have just posted my logs and load order(s) there.

http://www.loverslab.com/topic/39584-problem-with-khajiit-and-argonian-tails/

 

Not sure if this is the cause, but does the stiff tail happens all the time or when wearing armor or clothes.  From my experience, if it's not animation related, it's an outfit or part of it that uses the same body slot as tails (spb 40).  If it doesn't replace the tail when worn, it would cause the tail to be stiff.

Posted

Hey Groovtama, I've installed your XPMSE v2.14 and almost everything is working normally, I mean, the skeleton itself and its "features", like Dual Sheath Redux, weapon position/scale...etc, are all working normally; now here's where I'm having a problem, some armors/outfits that never had clipping problems before, are now clipping on the breasts, some are clipping less and some are clipping more, so, do you have any idea of why this is happening, or what could be the cause of this problem ?!?

Posted

hi Groovtama, is there anything u can sugesst me on weapon position? since i isntalled 2.14 but sword and dagger does not want to place at back, only arrow does, i reinstalled already but it doesnt help

Posted

Hey Groovtama, I've installed your XPMSE v2.14 and almost everything is working normally, I mean, the skeleton itself and its "features", like Dual Sheath Redux, weapon position/scale...etc, are all working normally; now here's where I'm having a problem, some armors/outfits that never had clipping problems before, are now clipping on the breasts, some are clipping less and some are clipping more, so, do you have any idea of why this is happening, or what could be the cause of this problem ?!?

 

I balanced the skeleton around the most common bodies CBBE default, UNPB and Sevenbase, for males SoS (may also compatible with SAM), that the weapons are positioned correctly, and pretty much without gaps. That some bodies with other sizes (hips, back, belly), may clip is inevitable, that is why there are the move features. Also Armors can clip in general with DSR because DSR doesn't work with the offsetting that skyrim has implemented wen you wear armors.

Posted

Hey friend, there's a little issue I've noticed with the Magic Nipple support. It seems that you accidentally swapped the sliders that control the spell rune effect position for the ones that move the spell itself. When you try to move the runes, what you move are the spells. I've "fixed" this on my end by moving the bones manually on the skeleton, but maybe you wanna throw a quick fix for this.

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