Groovtama Posted November 21, 2014 Author Posted November 21, 2014 Style moves only the spells from the hands to the breast and back. Style has nothing to do with Runes. Runes and Spells are seperate position slider and both are looking correctly in my scripts.
Skyrimfloo Posted November 21, 2014 Posted November 21, 2014 I'm actually referring to the Rune position sliders. I'm only using this skeleton and the animations from the mod page, and as I said, both spell position and rune position sliders affect the spells and not the runes. I've checked the script but unfortunately I'm no expert. All I've noticed is this part: string Property CALLBACK_BREAST_MAGIC_LEFT_POSX = "ChangeBreastMagicLPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_LEFT_POSY = "ChangeBreastMagicLPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_LEFT_POSZ = "ChangeBreastMagicLPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSX = "ChangeBreastMagicRPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSY = "ChangeBreastMagicRPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSZ = "ChangeBreastMagicRPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSX = "ChangeBreastMagicLPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSY = "ChangeBreastMagicLPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSZ = "ChangeBreastMagicLPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSX = "ChangeBreastMagicRPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSY = "ChangeBreastMagicRPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSZ = "ChangeBreastMagicRPosZ" AutoReadOnly Which seems to me odd since you got the same "ChangeBreastMagic" lines there in both magic and rune strings. I'm not sure if this is related, but I hope we can find what's wrong with my game.
Groovtama Posted November 21, 2014 Author Posted November 21, 2014 I'm actually referring to the Rune position sliders. I'm only using this skeleton and the animations from the mod page, and as I said, both spell position and rune position sliders affect the spells and not the runes. I've checked the script but unfortunately I'm no expert. All I've noticed is this part: string Property CALLBACK_BREAST_MAGIC_LEFT_POSX = "ChangeBreastMagicLPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_LEFT_POSY = "ChangeBreastMagicLPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_LEFT_POSZ = "ChangeBreastMagicLPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSX = "ChangeBreastMagicRPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSY = "ChangeBreastMagicRPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RIGHT_POSZ = "ChangeBreastMagicRPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSX = "ChangeBreastMagicLPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSY = "ChangeBreastMagicLPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_LEFT_POSZ = "ChangeBreastMagicLPosZ" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSX = "ChangeBreastMagicRPosX" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSY = "ChangeBreastMagicRPosY" AutoReadOnly string Property CALLBACK_BREAST_MAGIC_RUNE_RIGHT_POSZ = "ChangeBreastMagicRPosZ" AutoReadOnly Which seems to me odd since you got the same "ChangeBreastMagic" lines there in both magic and rune strings. I'm not sure if this is related, but I hope we can find what's wrong with my game. Ups, yeah looked at the new V3 scripts were most of my copy paste screw ups are fixed. Will be fixed in the next version
Groovtama Posted November 21, 2014 Author Posted November 21, 2014 in the meantime https://drive.google.com/file/d/0BwUmX0svlicxaXg1V0FCRGgwbDg For RM 3A3 with SoS
xxsleepyxx Posted November 22, 2014 Posted November 22, 2014 When using the skeleton_female.hkx, with tbbp body and hdt, the breasts are slightly out of position(raised and pushed back a little) and the collision is different causing the breast to stay pushed up when the hands are up. I have 2 .hkx's that dont do this, but they dont work with some stuff like milk machines. Is there anything i can do to get the breasts in the right positions and collision working properly?
Groovtama Posted November 22, 2014 Author Posted November 22, 2014 When using the skeleton_female.hkx, with tbbp body and hdt, the breasts are slightly out of position(raised and pushed back a little) and the collision is different causing the breast to stay pushed up when the hands are up. I have 2 .hkx's that dont do this, but they dont work with some stuff like milk machines. Is there anything i can do to get the breasts in the right positions and collision working properly? The BBP hkx has breast exactly like Dragonfly's hkx, either a body, animation or xml problem.
xxsleepyxx Posted November 22, 2014 Posted November 22, 2014 When using the skeleton_female.hkx, with tbbp body and hdt, the breasts are slightly out of position(raised and pushed back a little) and the collision is different causing the breast to stay pushed up when the hands are up. I have 2 .hkx's that dont do this, but they dont work with some stuff like milk machines. Is there anything i can do to get the breasts in the right positions and collision working properly? The BBP hkx has breast exactly like Dragonfly's hkx, either a body, animation or xml problem. iirc many people had that same problem with that .hkx and hdt with tbbp too. it was common practice to remove it. I assume the reason these other .hkx's i have dont cause the problem because they likely dont have any pre breast or maybe even breast. idk how to open or edit them. If it is a problem with the hdt xml's, which i believe it might be, then it is a derp pre breast setting in probably every xml released. And would not be noticable with bbp since those bodies have no pre breast weights. Or maybe the hkx prebreast is out of place compared to the skeleton. This could be true since that hkx was originally used with a different skeleton which might have had different proportions. I dont think i have the software to open hkx's. the xml or the hkx, likely either one could be edited to fix the problem, i just have to figure out how.
Caster Troy Posted November 22, 2014 Posted November 22, 2014 I'm getting a strange problem with this skeleton. The PC's corpse gets flung a great distance on death or knock back. For everything else it works grand, but this does cause a few problems the further in to the game I get. I've got Realistic Ragdolls and Force installed, FNIS, and HDT. The only thing that stops the problem is replacing the Maximum skeleton with another (though that just messes up a host of other things). I've tried installing the above mods (and TBBP mods, SOS, and others that alter the skeleton file) in a variety of orders to no effect. I've also started from scratch several times, and the problem persists even after fresh downloads and installs. Has anyone else had this problem? Edit: Scratch that, there's another mod I hadn't factored in: Deadly Combat. With that deselected the problem ceases.
Groovtama Posted November 22, 2014 Author Posted November 22, 2014 I'm getting a strange problem with this skeleton. The PC's corpse gets flung a great distance on death or knock back. For everything else it works grand, but this does cause a few problems the further in to the game I get. I've got Realistic Ragdolls and Force installed, FNIS, and HDT. The only thing that stops the problem is replacing the Maximum skeleton with another (though that just messes up a host of other things). I've tried installing the above mods (and TBBP mods, SOS, and others that alter the skeleton file) in a variety of orders to no effect. I've also started from scratch several times, and the problem persists even after fresh downloads and installs. Has anyone else had this problem? Edit: Scratch that, there's another mod I hadn't factored in: Deadly Combat. With that deselected the problem ceases. Place RR&F esp at the end of the load order there are alot of mods that modify engine properites like RR&F (even the same porperties as RR&F), even through they probably don't need to.
Mookeylama Posted November 22, 2014 Posted November 22, 2014 okay, went to upgrade and saw that all weapon positioning alternate skeletons are no longer used. can the sliders actually make all those weapon alts? basically i like better bows/slung over shoulder, and daggers on back hip. can these sliders do those? edit: oh and do the SE 2.05+ collection of skeletons have the longer legs of the old XP32s?
Groovtama Posted November 22, 2014 Author Posted November 22, 2014 okay, went to upgrade and saw that all weapon positioning alternate skeletons are no longer used. can the sliders actually make all those weapon alts? basically i like better bows/slung over shoulder, and daggers on back hip. can these sliders do those? edit: oh and do the SE 2.05+ collection of skeletons have the longer legs of the old XP32s? They can even do mixups and also move them in first person. @Edit: no but 2.2 will come with a proper new leg length slider, so no pseudo proportion leg length stuff, like in ece or the custom scaling, real leg length for all 3 sections of the leg, I'm working on it right now let's see if it works.
Mookeylama Posted November 22, 2014 Posted November 22, 2014 thanky! i'll have fun messing w/ weapon positions! i do have a few custom followers w/ their own skeletons, and i like them having longer legs. do ya know what was the last version of skeleton to have long legs? i could use it on them till your new skeleton. i don't use belly hdt so i'd think an old skeleton would be okay for the followers. i just wanna see the long legs lol. so last old skeleton to have long legs? one of your Extended or all the way back to an XP32 or Skully's?
Groovtama Posted November 22, 2014 Author Posted November 22, 2014 1.93ar50 but using it is not really that good of an idea.
Gameplayer Posted November 23, 2014 Posted November 23, 2014 Nope for some reason the feet sink into the ground when I load a game. I don't recall this ever happening before and I have only found some solutions in mods with files I don't even use. Quick Save and then Quick Load seems to correct the foot position. But when using say Locking Pony Boots well I have to consul in a key, unlock the boot. Then quicksave and quick load. Gotta say it gets irritating. Any information on the subject even some pages or keywords to type in would be nice.
Mookeylama Posted November 28, 2014 Posted November 28, 2014 1.93ar50 but using it is not really that good of an idea. thanks, but i'm kind of an anomaly. i don't need many options. i'm simple. hell, horizontal quivers at the belt just mean i'd be picking up arrows that fall out all the time lol. no back 1 hand swords for me. i actually like most vanilla placements. no, i just want long legs (the ladies look a little stunted to me w/o it, tho shorter arm scaling can help), and a bow slung over the shoulder. many in my family are hunters and they all carry a bow like that at one time or another. just recurves, not compounds of course. even Disney (in the movie Brave), LOTR and the latest Tomb Raider game all have bows slung like that. so long legs and the bow is about all i need. i do LOVE the twins daggers crossed at the back waist thing because it looks so cool, but it's not a must have. the other thing i'd love is hammers & axes hanging the opposite way, w/ handle downward. there's a loooong running thread about it here... http://forums.nexusmods.com/index.php?/topic/849893-reposition-axes-hammers-right-side-up-on-the-back/page-5?hl=%20reposition here's a "mod" page. i gave the guy a few other skeletons i tweaked (xp32, wideshouldered male, argonian ect) and told him to get permissions to host them. they're not up so guess he didn't. http://www.nexusmods.com/skyrim/mods/57609/? but the main problem seems to be what triggers the animation to draw a weapon. i even made a skeleton that had separate weaponback bones for greatswords and one for hammer/axes, (and changed the node on a few custom hammers for testing). that way the swords weren't upside down. they both hung as they should and looked FANTASTIC!. but couldn't get the toon to actually draw the weapon on the newly added bone. so that would be my REAL desire. long legs, slung bows, back hip daggers...and logically, historically accurate placed hammers n axes! this is a current fave of mine. just wish i knew how to move the daggers to back. and not sure if it supports DSR http://www.nexusmods.com/skyrim/mods/57854/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D57854%26preview%3D&pUp=1
Groovtama Posted November 28, 2014 Author Posted November 28, 2014 1.93ar50 but using it is not really that good of an idea. thanks, but i'm kind of an anomaly. i don't need many options. i'm simple. hell, horizontal quivers at the belt just mean i'd be picking up arrows that fall out all the time lol. no back 1 hand swords for me. i actually like most vanilla placements. no, i just want long legs (the ladies look a little stunted to me w/o it, tho shorter arm scaling can help), and a bow slung over the shoulder. many in my family are hunters and they all carry a bow like that at one time or another. just recurves, not compounds of course. even Disney (in the movie Brave), LOTR and the latest Tomb Raider game all have bows slung like that. so long legs and the bow is about all i need. i do LOVE the twins daggers crossed at the back waist thing because it looks so cool, but it's not a must have. the other thing i'd love is hammers & axes hanging the opposite way, w/ handle downward. there's a loooong running thread about it here... http://forums.nexusmods.com/index.php?/topic/849893-reposition-axes-hammers-right-side-up-on-the-back/page-5?hl=%20reposition here's a "mod" page. i gave the guy a few other skeletons i tweaked (xp32, wideshouldered male, argonian ect) and told him to get permissions to host them. they're not up so guess he didn't. http://www.nexusmods.com/skyrim/mods/57609/? but the main problem seems to be what triggers the animation to draw a weapon. i even made a skeleton that had separate weaponback bones for greatswords and one for hammer/axes, (and changed the node on a few custom hammers for testing). that way the swords weren't upside down. they both hung as they should and looked FANTASTIC!. but couldn't get the toon to actually draw the weapon on the newly added bone. so that would be my REAL desire. long legs, slung bows, back hip daggers...and logically, historically accurate placed hammers n axes! this is a current fave of mine. just wish i knew how to move the daggers to back. and not sure if it supports DSR http://www.nexusmods.com/skyrim/mods/57854/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D57854%26preview%3D&pUp=1 I could release 2.2 with the new "real" leg length sliders for RM which actually makes "real" legs longer and offsets height in 3rd and 1st person, but I have no one to test the dsr functionallity of the 2.2 included weapon positions, so I have to do it myself and because I'm busy people have to wait, sorry^^. You could make a similar mod to "proper weapon scales" that modifies the weaponback node when you equip a battleaxe and a Warhammer with NiOverride, and when you equip a Greatsword it removes these edits and the Greatsword is as vanilla. With Transforms thats pretty easy, with NetImmerse it would be pretty horror.^^
Groovtama Posted November 29, 2014 Author Posted November 29, 2014 There seems to be a conflict between v2.14 and the mod Skyrim Immersive Creatures. A few of the added creatures (like the "perfect blood hybrid") are standing still, having no animations. This does not happen with xpms 1.93a. Ehm sound more like installing and running FNIS wrong.
svenchen Posted November 29, 2014 Posted November 29, 2014 Here's to hoping I won't cause someone to explode with rage asking this, but... I upgraded from 2.0.4 to the latest and I seem to have some issue with just the right breast sagging while walking. Everything is fine in racemenu and while the character is standing, but as soon as I walk the right one just plops down twice as low as the left breast. I haven't played in a while so I'm guessing thats just me having forgotten to upgrade something else as well. As to what exactly, I am hoping someone here will have an idea.
Groovtama Posted November 29, 2014 Author Posted November 29, 2014 Here's to hoping I won't cause someone to explode with rage asking this, but... I upgraded from 2.0.4 to the latest and I seem to have some issue with just the right breast sagging while walking. Everything is fine in racemenu and while the character is standing, but as soon as I walk the right one just plops down twice as low as the left breast. I haven't played in a while so I'm guessing thats just me having forgotten to upgrade something else as well. As to what exactly, I am hoping someone here will have an idea. Sounds like hdt xml issue or animation issues, reinstall the skeleton and use the default hkx file (not the bbp one), if that doesn't fix it try another hdt xml file. P.S. I only rage on stuff that goes about deletation of the hkx files, using the bbp hkx and not reading the warning and complain that the caused problem is the hkxes fault, people thinking they can fix anything with minimum knowledge of the skeleton files
svenchen Posted November 29, 2014 Posted November 29, 2014 Thanks for the quick response. Reinstalling and using the default one worked like a charm. Can't believe I didn't think of trying that first.
Septfox Posted November 30, 2014 Posted November 30, 2014 I could release 2.2 with the new "real" leg length sliders for RM which actually makes "real" legs longer and offsets height in 3rd and 1st person... Out of curiosity, how are you doing this? I would normally assume that you're moving the leg nodes "down" (along with alignment tweaks) and the rest of the skeleton up, but then... @Edit: no but 2.2 will come with a proper new leg length slider, so no pseudo proportion leg length stuff, like in ece or the custom scaling, real leg length for all 3 sections of the leg, I'm working on it right now let's see if it works. Sounds exotic.
Groovtama Posted November 30, 2014 Author Posted November 30, 2014 I could release 2.2 with the new "real" leg length sliders for RM which actually makes "real" legs longer and offsets height in 3rd and 1st person... Out of curiosity, how are you doing this? I would normally assume that you're moving the leg nodes "down" (along with alignment tweaks) and the rest of the skeleton up, but then... @Edit: no but 2.2 will come with a proper new leg length slider, so no pseudo proportion leg length stuff, like in ece or the custom scaling, real leg length for all 3 sections of the leg, I'm working on it right now let's see if it works. Sounds exotic. Simple one extra parent node (CME Body) to Pelvis and Spine, and NiOverride. CME Thigh gets a Z position Transform CME Body gets the same, because they both rotated 180° to each other CME Body gets a increase in length by +Z, CME Thigh gets one by -Z. Same for CME Calf, CME Foot doesn't work because of the skining. Because multiple NiOverride transforms can be on the same bone the solution is pretty easy. The same nodes are in the 1st person skeleton so it also gets updated with NiOverride Transforms, too. What ECE does is pretty simple it scales the thighs with scaling the transflations and resacling them over the pelvis and root. Looks pretty fancy but is horrible math and slow. (The slider is also in RM as leg to body ratio, because it also makes the upper body smaller)
Mez558 Posted November 30, 2014 Posted November 30, 2014 Either I've done something wrong with the install or I am missing something obvious but how do you change weapon positions from, hip to back or ankle? I can move them around using the x,y,z sliders but it doesn't allow enough height adjustment to put the sword where it should be.
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