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


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Posted

Could I bug you with that Pinup poser MCM version mod Groovtama ? Can't get it on 3dm for the life of me and the plugin doesn't recognize my version of Pinup Poser (it's that old one at Halo's). 

the orignal one is also supported. But the code is really confusing. So if anything is buggy I will most likely not fix it.

 

I will probably overhaul the whole poses part again and use playIdle so I can simplefy the code myself more.

Posted

 

the orignal one is also supported. But the code is really confusing. So if anything is buggy I will most likely not fix it.

 

I will probably overhaul the whole poses part again and use playIdle so I can simplefy the code myself more.

 

 

Yeah, I can see my char twitch like she's going to take the pose, but something happens and it's immediately canceled, pretty weird. I've also found out I can use Shocky's poses without even activating the esp, like your plugin picks up the data and all, that's supah cool. If that worked with Pinup too, I could use the extra slot in my esp list !

Posted

 

 

hi,Groovtama

please forgives my poor English.

These days i found out a problem about the monster skeleton of xpms 2.24 or 2.31,for unknown reason,it causes huge fps drop in some interiors,just like helgen,Bleak Falls Barrow.

I don't know that someone told you or not,but i think i should report it.

 

 

Please post a HDT Log because that are issues with HDT and the monster skeletons being fucked up by bethesda sometimes, with wrong names.

 

It is hdt equip.I use the hdt bounce&jiggles 3.1 tbbp equip.

When i used the default xml ,it's just fine

Here is the log.

hdtPhysicsExtensions

[12/21/14 22:48:56]INFO: Queue OK

[12/21/14 22:48:56]INFO: System run with 6 threads

[12/21/14 22:48:56]INFO: Havok simulated world created.

[12/21/14 22:48:56]INFO: SKSEPlugin_Load

[12/21/14 22:49:51]INFO: Cell changed...

[12/21/14 22:49:51]INFO: Add character 0500e291

[12/21/14 22:49:51]INFO: Add character 00000014

[12/21/14 22:49:51]INFO: Add character 03002b74

[12/21/14 22:51:16]INFO: Cell changed...

[12/21/14 22:51:16]INFO: Add character 050009ac

[12/21/14 22:51:16]INFO: Add character 0500b570

[12/21/14 22:51:16]INFO: Add character 05018deb

[12/21/14 22:51:16]INFO: Add character 00000014

[12/21/14 22:51:16]INFO: Add character 03002b74

[12/21/14 22:51:38]INFO: Cell changed...

[12/21/14 22:51:38]INFO: Add character 05003139

[12/21/14 22:51:38]INFO: Add character 05005216

[12/21/14 22:51:38]INFO: Add character 00000014

[12/21/14 22:51:38]INFO: Add character 03002b74

[12/21/14 22:51:44]INFO: Cell changed...

[12/21/14 22:51:44]INFO: Add character 00000014

[12/21/14 22:51:46]INFO: Add character 03002b74

[12/21/14 22:51:57]INFO: Cell changed...

[12/21/14 22:51:57]INFO: Add character 00000014

[12/21/14 22:52:18]INFO: Add character 03002b74

[12/21/14 22:53:25]INFO: Cell changed...

[12/21/14 22:53:25]INFO: Add character 00000014

[12/21/14 22:53:41]INFO: Cell changed...

[12/21/14 22:53:41]INFO: Add character 00000014

[12/21/14 22:53:41]INFO: Add character 03002b74

[12/21/14 22:53:45]INFO: Cell changed...

[12/21/14 22:53:45]INFO: Add character 00000014

[12/21/14 22:53:57]INFO: Cell changed...

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

[12/21/14 22:53:57]INFO: Add character 0300f4bb

[12/21/14 22:53:57]INFO: Add character 0300f4ba

[12/21/14 22:53:57]INFO: Add character 0300f4b9

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

[12/21/14 22:53:57]INFO: Add character 00000014

[12/21/14 22:53:57]INFO: Add character 03002b74

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

Posted

 

 

the orignal one is also supported. But the code is really confusing. So if anything is buggy I will most likely not fix it.

 

I will probably overhaul the whole poses part again and use playIdle so I can simplefy the code myself more.

 

 

Yeah, I can see my char twitch like she's going to take the pose, but something happens and it's immediately canceled, pretty weird. I've also found out I can use Shocky's poses without even activating the esp, like your plugin picks up the data and all, that's supah cool. If that worked with Pinup too, I could use the extra slot in my esp list !

 

 

Yeah that I don't need the esp was the main reason I made it use the SendAnimationEvent, I may switch to PlayIdle so all the object Animations are working. RM is compared to the default animation choosing far maore easier.

 

 

 

 

hi,Groovtama

please forgives my poor English.

These days i found out a problem about the monster skeleton of xpms 2.24 or 2.31,for unknown reason,it causes huge fps drop in some interiors,just like helgen,Bleak Falls Barrow.

I don't know that someone told you or not,but i think i should report it.

 

 

Please post a HDT Log because that are issues with HDT and the monster skeletons being fucked up by bethesda sometimes, with wrong names.

 

It is hdt equip.I use the hdt bounce&jiggles 3.1 tbbp equip.

When i used the default xml ,it's just fine

Here is the log.

hdtPhysicsExtensions

[12/21/14 22:48:56]INFO: Queue OK

[12/21/14 22:48:56]INFO: System run with 6 threads

[12/21/14 22:48:56]INFO: Havok simulated world created.

[12/21/14 22:48:56]INFO: SKSEPlugin_Load

[12/21/14 22:49:51]INFO: Cell changed...

[12/21/14 22:49:51]INFO: Add character 0500e291

[12/21/14 22:49:51]INFO: Add character 00000014

[12/21/14 22:49:51]INFO: Add character 03002b74

[12/21/14 22:51:16]INFO: Cell changed...

[12/21/14 22:51:16]INFO: Add character 050009ac

[12/21/14 22:51:16]INFO: Add character 0500b570

[12/21/14 22:51:16]INFO: Add character 05018deb

[12/21/14 22:51:16]INFO: Add character 00000014

[12/21/14 22:51:16]INFO: Add character 03002b74

[12/21/14 22:51:38]INFO: Cell changed...

[12/21/14 22:51:38]INFO: Add character 05003139

[12/21/14 22:51:38]INFO: Add character 05005216

[12/21/14 22:51:38]INFO: Add character 00000014

[12/21/14 22:51:38]INFO: Add character 03002b74

[12/21/14 22:51:44]INFO: Cell changed...

[12/21/14 22:51:44]INFO: Add character 00000014

[12/21/14 22:51:46]INFO: Add character 03002b74

[12/21/14 22:51:57]INFO: Cell changed...

[12/21/14 22:51:57]INFO: Add character 00000014

[12/21/14 22:52:18]INFO: Add character 03002b74

[12/21/14 22:53:25]INFO: Cell changed...

[12/21/14 22:53:25]INFO: Add character 00000014

[12/21/14 22:53:41]INFO: Cell changed...

[12/21/14 22:53:41]INFO: Add character 00000014

[12/21/14 22:53:41]INFO: Add character 03002b74

[12/21/14 22:53:45]INFO: Cell changed...

[12/21/14 22:53:45]INFO: Add character 00000014

[12/21/14 22:53:57]INFO: Cell changed...

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

[12/21/14 22:53:57]INFO: Add character 0300f4bb

[12/21/14 22:53:57]INFO: Add character 0300f4ba

[12/21/14 22:53:57]INFO: Add character 0300f4b9

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

[12/21/14 22:53:57]INFO: Add character 00000014

[12/21/14 22:53:57]INFO: Add character 03002b74

[12/21/14 22:53:57]WARNING: Cannot bind bone : WeaponDagger - bone doesn't exist

[12/21/14 22:53:57]ERROR: Illegal hkx file : WeaponDagger - Fixed/Keyframed body without binding!

 

 

Use the MCM version of the HDT equipment, mod xmls that include weapon feautres of HDT Equipment in their default xml are conflictive and unsupported.

Posted

can you fix the skeleton to work with scoped bows? Atm the tip of arrow i.e. the centre of scope of the bow doesnt line up with the crosshair i.e. the centre of screen.

nope, arrow spawning is hardcoded by the engine and thus doesn't get affect by skeleton changes if you change leg length or spine length the bow and crosshair are off.

Posted

 

can you fix the skeleton to work with scoped bows? Atm the tip of arrow i.e. the centre of scope of the bow doesnt line up with the crosshair i.e. the centre of screen.

nope, arrow spawning is hardcoded by the engine and thus doesn't get affect by skeleton changes if you change leg length or spine length the bow and crosshair are off.

 

 

oh thats cool then i can fix the problem myself by resetting to vanilla leg length! Didnt know it affected the aim :) thnx for quick solution

Posted

Found back to Skyrim after a break and now i have a small problem.

 

Can or should i use the 2.3x version, even if i don't use HDT? Or should i switch to the 1.93 legacy version? The other thing is the 1H weapons position. I decided to position them on the back and the animation with pulling it from the back works perfectly fine, but when holstered, the 1H weapons are positioned on the hip? After my break from Skyrim i cannot recall whats causing this or what mod is affecting this...The skeleton? The body?

 

EDIT: Nevermind...just noticed the sliders in Racemenu. Nice Work :)

Posted

First off a big thanks to Groovtama, your tireless work is much appreciated.

I'm just updating to XPMSE 2.32 + RM beta3, and i really like how "Male & Female!" is the only option now :)

 

I think there is a bug in the installer:

post-134589-0-25516000-1419289794_thumb.jpg

Basically no matter what you select, the warning always shows up even if you select "no", and the "default position" stays ticked on.

 

Sorry in case this has already been reported.

Posted

First off a big thanks to Groovtama, your tireless work is much appreciated.

I'm just updating to XPMSE 2.32 + RM beta3, and i really like how "Male & Female!" is the only option now :)

 

I think there is a bug in the installer:

attachicon.gifxpmse232fomod.jpg

Basically no matter what you select, the warning always shows up even if you select "no", and the "default position" stays ticked on.

 

Sorry in case this has already been reported.

 

That recommend flag is there so that nmm people don't complain when they use crossbow mods that add extra bolt quivers that have no support for the other 2 options.

Posted

I've updated from 2.31 to 2.32 along with racemenu V3b3. now no matter what I don't have the weapon's sliders for the positions. do have the different ones for scales in the weapon/body scales. I've unticked the racemenu plugin and made sure racemenu xpmse, sos, proper weapon scales are all ticked. I've played around with it trying to get it to work.  any idea to were to look or just change load order around might fix it

 

Posted

 

 

 

Glad to see new update. But could you please fix the bolt quiver bug? Bolt quiver still floats on the left side of body.

What bolt quiver there are 3 nodes that do it.

 

 

I don't know the technical details. 

 

Here are two screenshots showing how the bolt is positioned under default option. This problem has been reported long ago back in the original XP32 maximum skeleton, but never got fixed. If you can take a look at this, I would be really grateful.

2BZUpis.png

JPepR2L.png

 

What choice on the quivers and bolt quivers did you choose and what did you set in racemenu?

 

And is something overwritting the bolt quiver meshes, or is that a modified quiver mesh by xp32/me at all?

 

Edit: Found the problem, will be fixed in 2.3 (next skeleton version I'm doing)

 

 

Hi Groovtama, I just installed the version 2.32, and i'm glad to see that bolt-quiver is no longer poking to the left side of body.

 

However, there is still one minor issue, bolt-quiver is now half buried in the butt (too close to the body), while weapons are sheathed. Everything looks fine while weapons are drawn.

 

Please address this in your next update. Thank you!

 

Edit:

 

I found out why bolt-quiver is buried in the butt only while weapons are sheathed. Turns out bolt-quiver is binded relatively to upper torso, therefore it moves together with upper torso while actor is aiming his ranged weapon. This binding works fine with arrow-quivers, since they are indeed carried on the back of upper torso. I guess when the game developer added crossbow and bolt in the Dawnguard, they just forgot the fact that bolt-quiver is carried on the back of hip instead of upper torso. As a result, when an actor is aiming crossbow up or down, the bolt-quiver will move back and forth since it is binded with upper torso, and it looks really wired.

 

Is it possible to fix this developer oversight by bind the bolt-quiver relatively to hip? 

Posted

 

Hi Groovtama, I just installed the version 2.32, and i'm glad to see that bolt-quiver is no longer poking to the left side of body.

 

However, there is still one minor issue, bolt-quiver is now half buried in the butt (too close to the body), while weapons are sheathed. Everything looks fine while weapons are drawn.

 

Please address this in your next update. Thank you!

 

Edit:

 

I found out why bolt-quiver is buried in the butt only while weapons are sheathed. Turns out bolt-quiver is binded relatively to upper torso, therefore it moves together with upper torso while actor is aiming his ranged weapon. This binding works fine with arrow-quivers, since they are indeed carried on the back of upper torso. I guess when the game developer added crossbow and bolt in the Dawnguard, they just forgot the fact that bolt-quiver is carried on the back of hip instead of upper torso. As a result, when an actor is aiming crossbow up or down, the bolt-quiver will move back and forth since it is binded with upper torso, and it looks really wired.

 

Is it possible to fix this developer oversight by bind the bolt-quiver relatively to hip? 

 

Either the arrow quiver flows off the back or the bolt quiver is in the butt.

 

Solution with an extra node at the hip was made with the BOLT node that results in the bolts being invisible when drawn, but from aside that problem it's the option with the least problems with all the other stuff.

Posted

Groovetama ... work after all ... in this latest version 3.32, affects the skeleton of the NPCs?, because I do not know how to activate it.

 

Groovtama... apologies ... for naming you bad.

 

Posted

All NPC who are using the default location of the vanilla skeleton are being affected. All others need a manual replacement of their skeleton, custom NPCs\Races\etc

Posted

No... No ... do not understand why not affect NPCs ... check everything but does not work, I have the latest version of racemenu the 17... but do not know what can go wrong, that is what might be missing?

Posted

Quick question, I am trying to install this skeleton with mod organizer, I want to use the magic nipple mod but it does not seem to have an option for that when I add it with mod organizer, and I get instant crash with the skeleton it is adding.

How do I fix it ?

 

Edit: not crashing anymore, and the animations for the nipple casting are working, however the spells still come out of the hands, so clearly the skeleton still is not working for it. I will just play without it for a while I think 

 

Another Edit: tried an older version and it has the nipple magic option, would there be any compatibility issues anywhere with the older version? 

 

Last Edit: K the older version, insta crash returned I suppose I will just not use the nipple magic for now

Posted

Quick question, I am trying to install this skeleton with mod organizer, I want to use the magic nipple mod but it does not seem to have an option for that when I add it with mod organizer, and I get instant crash with the skeleton it is adding.

How do I fix it ?

 

Edit: not crashing anymore, and the animations for the nipple casting are working, however the spells still come out of the hands, so clearly the skeleton still is not working for it. I will just play without it for a while I think 

 

Another Edit: tried an older version and it has the nipple magic option, would there be any compatibility issues anywhere with the older version? 

 

Last Edit: K the older version, insta crash returned I suppose I will just not use the nipple magic for now

 

You're supposed to use the xpmse skeleton with the animations, and use racemenu to change the location the magic is being depicted from. 2.9.6 has that capability.

Posted

Hi fellows im very new at HDT and even using this skeleton i use to work just with the vanilla one, i have a problem i wish u guys can help me to fix, i have this weird problem in the chest area, i tried more than 1 xml and even the default xml, im using cbbe body (latest version), Xp32 extended, and  HDT 14.28

 

 

post-138246-0-93809000-1419610323_thumb.jpg

post-138246-0-86918600-1419610329_thumb.jpg

post-138246-0-36000500-1419610335_thumb.jpg

post-138246-0-01188800-1419610341_thumb.jpg

post-138246-0-76878600-1419610346_thumb.jpg

Posted

 

You're supposed to use the xpmse skeleton with the animations, and use racemenu to change the location the magic is being depicted from. 2.9.6 has that capability.

 

 

 

Oh.... its in the racemenu?

 

Race menu can do that now? Pretty cool.

 

Never would have thought to look there, thanks, got it working now  :D

 

Posted

Hi fellows im very new at HDT and even using this skeleton i use to work just with the vanilla one, i have a problem i wish u guys can help me to fix, i have this weird problem in the chest area, i tried more than 1 xml and even the default xml, im using cbbe body (latest version), Xp32 extended, and  HDT 14.28

Use the default skeleton rig map, tbbp animations are the source of many problems that is why they are scraped by default.

 

Other causes of this are high frame times (high deltaT between frames, phyiscs is calculated by frames) or issues with skinning.

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