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


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Posted

Just a shot, but this looks better than the default RR&F ragdolling.

 

http://www.nexusmods.com/skyrim/mods/61455/?

 

If you would, take a look. The thing I like most about it is with his XPMSE version, NPCs don't end up dead/ragdolled and leaning up in doors, against walls, bend over backwards at the knees, etc. They actually tend to fall to the ground. The rest of the RR&F stuff seems to still be working fine, as NPCs/my PC still don't go flying through the air every time it gets hit with something. So if you don't hate it, maybe consider adding it to the skeletons. Or not.

Posted

Just a shot, but this looks better than the default RR&F ragdolling.

 

http://www.nexusmods.com/skyrim/mods/61455/?

 

If you would, take a look. The thing I like most about it is with his XPMSE version, NPCs don't end up dead/ragdolled and leaning up in doors, against walls, bend over backwards at the knees, etc. They actually tend to fall to the ground. The rest of the RR&F stuff seems to still be working fine, as NPCs/my PC still don't go flying through the air every time it gets hit with something. So if you don't hate it, maybe consider adding it to the skeletons. Or not.

The problem is the RR&F Realistic one is one of the popular ones and the one XPMS is based on and I don't know if the ragdoll data he provides is completly fine when RR&F Realistic physics engine data is applied to it, RR&F changes mass and ragdoll data and is different from vanilla values and thus I don't know if that XPMSE version is completly bugfree otherwise I would just take it over, making a beast version is like 2 mins work. But like I said not sure if what he did works 100% as it should.

Posted

 

Just a shot, but this looks better than the default RR&F ragdolling.

 

http://www.nexusmods.com/skyrim/mods/61455/?

 

If you would, take a look. The thing I like most about it is with his XPMSE version, NPCs don't end up dead/ragdolled and leaning up in doors, against walls, bend over backwards at the knees, etc. They actually tend to fall to the ground. The rest of the RR&F stuff seems to still be working fine, as NPCs/my PC still don't go flying through the air every time it gets hit with something. So if you don't hate it, maybe consider adding it to the skeletons. Or not.

The problem is the RR&F Realistic one is one of the popular ones and the one XPMS is based on and I don't know if the ragdoll data he provides is completly fine when RR&F Realistic physics engine data is applied to it, RR&F changes mass and ragdoll data and is different from vanilla values and thus I don't know if that XPMSE version is completly bugfree otherwise I would just take it over, making a beast version is like 2 mins work. But like I said not sure if what he did works 100% as it should.

 

 

And he admits to not being sure either, due to the complexity of the skeleton. What I can say is that I've been running it over a week, and other than the problem he mentions where ragdolls sometime "vibrate" for a minute or two, I haven't run into any obvious issues. I was kind of hoping that, even if you don't include it, maybe you could at least offer him/her some tips. I don't, frankly, want to go back to the regular RR&F ragdolling now. I won't say his ragdolling is more "realistic", but it is less awkward looking. And I haven't spent 5 minutes lobbing arrows at an NPC, only to find out that NPC is already dead and just stuck leaning on a wall, either :)

Posted

Is it ok to use both XPMSERacemenu.esp and Racemenu.esp together or not? As far as I know only the XPMSE plugin should be used but just wanted to clarify. Thanks for your answer in advance.

Posted

Is it ok to use both XPMSERacemenu.esp and Racemenu.esp together or not? As far as I know only the XPMSE plugin should be used but just wanted to clarify. Thanks for your answer in advance.

 

it's an ADDON if you read during installation.  NOT a replacement.  So YES you need the Racemenu esp still. 

Posted

Is it ok to use both XPMSERacemenu.esp and Racemenu.esp together or not? As far as I know only the XPMSE plugin should be used but just wanted to clarify. Thanks for your answer in advance.

RaceMenu.esp is the base mod, that does the changes to the racemenu and loads the RM plugins

RaceMenuPlugin.esp is the slider plugin that is included in RaceMenu you need it because I don't include the sliders from Expired anymore because there is no need to anymore

RaceMenuPluginXPMSE.eso is the XPMSE plugin that comes with all the 300 sliders

You need all three

 

why no v2.40 on nexus.  What's the difference between v2.36 and the new v2.40 ?

Because skulltyrant updates that page, because he was left in charge after xp32 left, the modding page belongs to her. I just give skulltyrant my files to upload it there so Nexus mod authors don't have to reference to two pages.

Posted

 

 

Just a shot, but this looks better than the default RR&F ragdolling.

 

http://www.nexusmods.com/skyrim/mods/61455/?

 

If you would, take a look. The thing I like most about it is with his XPMSE version, NPCs don't end up dead/ragdolled and leaning up in doors, against walls, bend over backwards at the knees, etc. They actually tend to fall to the ground. The rest of the RR&F stuff seems to still be working fine, as NPCs/my PC still don't go flying through the air every time it gets hit with something. So if you don't hate it, maybe consider adding it to the skeletons. Or not.

The problem is the RR&F Realistic one is one of the popular ones and the one XPMS is based on and I don't know if the ragdoll data he provides is completly fine when RR&F Realistic physics engine data is applied to it, RR&F changes mass and ragdoll data and is different from vanilla values and thus I don't know if that XPMSE version is completly bugfree otherwise I would just take it over, making a beast version is like 2 mins work. But like I said not sure if what he did works 100% as it should.

My opinion what I would do:

If he has a working vanilla version: replace all havok constraints in xpmse2 with the vanilla constraints that have his working edits and change the base mass to the rr&f value.

Leave the a b c bones alone which are for deadly mutilation and test that

Posted

 

why no v2.40 on nexus.  What's the difference between v2.36 and the new v2.40 ?

Because skulltyrant updates that page, because he was left in charge after xp32 left, the modding page belongs to her. I just give skulltyrant my files to upload it there so Nexus mod authors don't have to reference to two pages.

 

 

yeah that's what figured.  Anyway im still trying to figure out what's the difference between your version v2.36 and v.240?

 

Posted

I did major changes to both sections, that is why it got a major version.

 

40 more sliders or so.

PWS works different by hand scale calculation now and also supports that your hand size is modified by RM and not counterscaled afterwards.

Posted

Groove, if anyone ever has a baby with you, rest assured their genetics would work very very hard non-stop in order to guarantee that offspring would have the best skeleton astronomically possible. He/she/it/them would even be able to change the size of their breasts at will. 

 

(thankyou for your hard work)

 

Edit:

 

Brothers and sisters of Skyrim, rejoice. The revolution has come. All will be different from here on for those who have wished for it.

 

It is now possible to have anatomically feminine hands through character creation.

 

Pics, that it happened (contains nudity):

 

 

 

post-431800-0-74583300-1421361352_thumb.png

 

post-431800-0-10439300-1421361376_thumb.png 

 

 

 

 

This..

oDciajd.gif

 

...No more.

Posted

Just a shot, but this looks better than the default RR&F ragdolling.

 

http://www.nexusmods.com/skyrim/mods/61455/?

 

If you would, take a look. The thing I like most about it is with his XPMSE version, NPCs don't end up dead/ragdolled and leaning up in doors, against walls, bend over backwards at the knees, etc. They actually tend to fall to the ground. The rest of the RR&F stuff seems to still be working fine, as NPCs/my PC still don't go flying through the air every time it gets hit with something. So if you don't hate it, maybe consider adding it to the skeletons. Or not.

 

lmao so when you die you do halo poser pose ?  since when dying have to look good ? That cute dying mod is as fking stupid as Kissing - Immersive Lover's Comfort.

Posted

Groove, if anyone ever has a baby with you, rest assured their genetics would work very very hard non-stop in order to guarantee that offspring would have the best skeleton astronomically possible. He/she/it/them would even be able to change the size of their breasts at will. 

 

(thankyou for your hard work)

 

Edit:

 

Brothers and sisters of Skyrim, rejoice. The revolution has come. All will be different from here on for those who have wished for it.

 

It is now possible to have anatomically feminine hands through character creation.

 

Pics, that it happened (contains nudity):

 

 

 

 

 

This..

oDciajd.gif

 

...No more.

 

Shocked beyond redemption.

Posted

 

 

Shocked beyond redemption.

 

Yes

its-kind-of-a-big-deal.png

 

 

No that isnt it , I was shocked because i stood in front of RM for like 2-3 hours making my character and i DIDNT EVEN NOTICE THESE 2 SLIDERS!

*facepalm*

Posted

 

No that isnt it , I was shocked because i stood in front of RM for like 2-3 hours making my character and i DIDNT EVEN NOTICE THESE 2 SLIDERS!

*facepalm*

 

 

 

LoL easy to miss when there's so much win.

 

:heart:

Posted

The body scales sliders works wonderfully, but I have encountered a wield problem. Whenever I load my save, any save, some of my adjustments to the body scales would reset to it was before, but only for some of the sliders, I have no idea why this is happening, is it just me that I messed something up or someone else have this problem too?

I mean if it is just me then I can just do showracemenu whenever I load up a save, but I just want to know that it is my own stupidity caused all this. Although, I hope not.....

Posted

The body scales sliders works wonderfully, but I have encountered a wield problem. Whenever I load my save, any save, some of my adjustments to the body scales would reset to it was before, but only for some of the sliders, I have no idea why this is happening, is it just me that I messed something up or someone else have this problem too?

I mean if it is just me then I can just do showracemenu whenever I load up a save, but I just want to know that it is my own stupidity caused all this. Although, I hope not.....

Which of them exactly.

Posted

 

The body scales sliders works wonderfully, but I have encountered a wield problem. Whenever I load my save, any save, some of my adjustments to the body scales would reset to it was before, but only for some of the sliders, I have no idea why this is happening, is it just me that I messed something up or someone else have this problem too?

I mean if it is just me then I can just do showracemenu whenever I load up a save, but I just want to know that it is my own stupidity caused all this. Although, I hope not.....

Which of them exactly.

 

Holy shit that was a quick reply, Thanks~

I don't know about other sliders, I only adjust some of them, the head scale, waist, body to leg proportions and bow scale(for some reason). Other seems to work fine.

 

Edit: I also made adjustments to left/right clavicle, left/right thigh, left/right calf, quiver scales, shield scales, dagger scales, sword scales,  and shield scales, these sliders can save adjustments properly.

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