Groovtama Posted February 20, 2015 Author Posted February 20, 2015 I have a small request. I saw your piece about warnings for the BBP Skeleton rig (which is not causing my lag Problem). Problem is Wryebash BAIN users get no warning. In fact we have to kind of guess/figure things out because you don't really have any instructions for us. So please add XPSME for dummies and BAIN users. Just use Mod Organizer, Wyre Bash is like NMM a dead horse of the past, stop flogging it.
johann7124 Posted February 20, 2015 Posted February 20, 2015 And Mod Organizer will not show the individual info for each setting. Hence I will use the only one that does show that info which is NMM.
Groovtama Posted February 20, 2015 Author Posted February 20, 2015 And Mod Organizer will not show the individual info for each setting. Hence I will use the only one that does show that info which is NMM. They both show the same information...
uglykidcid Posted February 20, 2015 Posted February 20, 2015 Although Mod Organizer is a quality mod manager, it is known for causing script to misfire. Wryebash is considered better by a number of really good and highly experienced modders like Arthmoor But I digress. It turns out the lag was caused by an ENB update so that's not a problem but what I am noticing is that body parts don't bounce like they used to when I jump. When I run or conduct any other movement they are normal it only seems to happen with high jumping. This specifically started when I updated to 2.44. I have been converting all vanilla armors to TPSB so jumping up and down and watching boobs bounce is something I have been doing for hours a day to test for clipping and they are clearly not bouncing as much anymore. What's odd is they bouncing just fine the first jump but after that they stop moving unless i run. Any ideas?
uglykidcid Posted February 20, 2015 Posted February 20, 2015 I want to argue with you about NMM (because I hate it). NMM was never a good mod manager. It was always a piece of junk. OUtdate insinuates it was once good. NMM was never good. My whole point in making this argument really isn't to argue. It's in the hopes that someone will grow out of baby modding and quit using it. It's CRAP!!! If someone tried hard enough they might convince me to switch to MO but I'd never touch another computer before I use crap like NMM. Did I mention I hate NMM? People plaease listen to folks like me that have 10 years of modding and over 100k downloads. Don't use NMM. If you use that crap you deserve CTDs. @Groovy: My deepest apologies. It had to be said. @Everyone else. Wanna know how I really feel about NMM?
Slath Posted February 20, 2015 Posted February 20, 2015 Well, too bad. Because I use it. I get CTDs. And I deal with them.
Groovtama Posted February 20, 2015 Author Posted February 20, 2015 Although Mod Organizer is a quality mod manager, it is known for causing script to misfire. Wryebash is considered better by a number of really good and highly experienced modders like Arthmoor But I digress. It turns out the lag was caused by an ENB update so that's not a problem but what I am noticing is that body parts don't bounce like they used to when I jump. When I run or conduct any other movement they are normal it only seems to happen with high jumping. This specifically started when I updated to 2.44. I have been converting all vanilla armors to TPSB so jumping up and down and watching boobs bounce is something I have been doing for hours a day to test for clipping and they are clearly not bouncing as much anymore. What's odd is they bouncing just fine the first jump but after that they stop moving unless i run. Any ideas? If you used the default hkx everything is controlled by HDT PE and it's xml, if you want anything different modify the xml. If you installed the BBP hkx, animations will controll the movement mostly. I want to argue with you about NMM (because I hate it). NMM was never a good mod manager. It was always a piece of junk. OUtdate insinuates it was once good. NMM was never good. My whole point in making this argument really isn't to argue. It's in the hopes that someone will grow out of baby modding and quit using it. It's CRAP!!! If someone tried hard enough they might convince me to switch to MO but I'd never touch another computer before I use crap like NMM. Did I mention I hate NMM? People plaease listen to folks like me that have 10 years of modding and over 100k downloads. Don't use NMM. If you use that crap you deserve CTDs. @Groovy: My deepest apologies. It had to be said. @Everyone else. Wanna know how I really feel about NMM? Did I say anything good about NMM?
uglykidcid Posted February 20, 2015 Posted February 20, 2015 The thing is I didn't change anything in the XML. In fact when I swapped 2.43 out for 2.44 BAIN didn't even register a difference so as far as I can tell nothing should have changed but it did and can't figure out why. I'll go back to the drawing board and see if I didn't install something that's effecting the jump. I do seem to be jumping higher. Maybe that's the problem. Like I said it only is effecting jump and no other movement. I may have forgotten to mention and besides I haven't said it in a while NMM sucks. Unless your an Amish horse and buggy is just not cool.
VVilly Posted February 21, 2015 Posted February 21, 2015 2 Groovtama: I can't see some of overlays added by this plugin while RaceMenuPluginXPMSE.esp is enabled. Not sure the problem is on your side, but could you check it please? Here is the quote from "Q&A" section of that plugin description: Q: I've installed all the latest versions, but some tattoos are not being shown.A: This has been happening a lot since RaceMenu updated past 2.5.1. So far, what I've been able to find, is that some RaceMenu plugins are not being updated. If you're using multiple plugins (Tat, Warpaint, etc mods), make sure that each mod is being updated. 1 plugin that isn't updated properly will cause problems with all plugins. And here is an extraction from my load order connected with RaceMenu and it's plugins: RaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.espRaceMenuOverlayCompilation - UNP.espRaceMenuNails.espRaceMenuPluginXPMSE.espSOSRaceMenu.espProperWeaponScale.espThe Coenaculi.espThe Coenaculi_Makeup.esp Thanks in advance.
Groovtama Posted February 21, 2015 Author Posted February 21, 2015 2 Groovtama: I can't see some of overlays added by this plugin while RaceMenuPluginXPMSE.esp is enabled. Not sure the problem is on your side, but could you check it please? Here is the quote from "Q&A" section of that plugin description: Q: I've installed all the latest versions, but some tattoos are not being shown.A: This has been happening a lot since RaceMenu updated past 2.5.1. So far, what I've been able to find, is that some RaceMenu plugins are not being updated. If you're using multiple plugins (Tat, Warpaint, etc mods), make sure that each mod is being updated. 1 plugin that isn't updated properly will cause problems with all plugins. And here is an extraction from my load order connected with RaceMenu and it's plugins: RaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.esp RaceMenuOverlayCompilation - UNP.esp RaceMenuNails.esp RaceMenuPluginXPMSE.esp SOSRaceMenu.esp ProperWeaponScale.esp The Coenaculi.esp The Coenaculi_Makeup.esp Thanks in advance. Some small idea look if one of those tattoo mod comes with a racemenubase.pex\psc, people pack shit all the time in their bsas. My plugin scripts are compiled with 3.0.0.
bigglebojiggle Posted February 22, 2015 Posted February 22, 2015 I'm having a minor glitch right now. I'm 99% positive I did not do anything wrong when installing this skeleton, but my issue is that the weapons are not placed appropriately on the body. If I choose to have one handed weapons on the back, my character will do the animation, but the weapon is at the hip. Here are the mods I'm using, and if anyone has any suggestions that would be great. Oh and if its necessary to know, I'm using Mod Organizer # This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espRaceCompatibility.esmhdtHighHeel.esmClimatesOfTamriel.esmSchlongs of Skyrim - Core.esmSexLab.esmXvision Children.esmEnhancedCharacterEdit.espdD - Realistic Ragdoll Force - Realistic.espCharacterMakingExtender.espActive Plugins Display.espAuto Unequip Ammo.espClimatesOfTamriel-Dungeons-Hazardous.espChesko_WearableLantern.espCoT_SnowPatch_NoAurora.espUltimate_Hair_Pack.esp (This is a mod I made combining numerous other hair mods)ClimatesOfTamriel-Interiors-Warm.espClimatesOfTamriel-Nights-Level-3.espEnhancedLightsandFX.espELFX - Exteriors.espBloodyFacials.espHeadtracking.espClimatesOfTamriel-Sound.espIceBreaker's Improved Reverb v0.025.espRaceCompatibilityUSKPOverride.espSOS - VectorPlexus Muscular Addon.espSOS - VectorPlexus Regular Addon.espSchlongs of Skyrim.espSkyUI.espCustomizable Camera.espELFX - Dawnguard.espEnhancedWetnessandPuddles.espWeapons & Armor Fixes_Remade.espComplete Crafting Overhaul_Remade.espAdded_Killmoves_All_Weapons+Last_Enemy_Limit_Removed+Player_cannot_be_killmoved.espNo_3rd_Person_killcam-3rd_Person_only-Above-Behind.espSMIM-Merged-NoDragonborn.espSOS - Shop.espkillmoverandom-20-P-L.espWeapons & Armor Fixes_Dawnguard.espSkyrim Realistic Archery.espComplete Crafting Overhaul_Hearthfire.espComplete Crafting Overhaul_Dawnguard.espXvision Children - Main.espXvision Children - HF.espdD - Enhanced Blood Main.espImproved Combat Sounds v2.2.espdD-No Spinning Death Animation.espdecap_chance_10.espAlternate Start - Live Another Life.espTheEyesOfBeauty.espJobsofSkyrim.espFA Guard Helmet.esp
VVilly Posted February 22, 2015 Posted February 22, 2015 2 Groovtama: I can't see some of overlays added by this plugin while RaceMenuPluginXPMSE.esp is enabled. Not sure the problem is on your side, but could you check it please? Here is the quote from "Q&A" section of that plugin description: Q: I've installed all the latest versions, but some tattoos are not being shown.A: This has been happening a lot since RaceMenu updated past 2.5.1. So far, what I've been able to find, is that some RaceMenu plugins are not being updated. If you're using multiple plugins (Tat, Warpaint, etc mods), make sure that each mod is being updated. 1 plugin that isn't updated properly will cause problems with all plugins. And here is an extraction from my load order connected with RaceMenu and it's plugins: RaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.esp RaceMenuOverlayCompilation - UNP.esp RaceMenuNails.esp RaceMenuPluginXPMSE.esp SOSRaceMenu.esp ProperWeaponScale.esp The Coenaculi.esp The Coenaculi_Makeup.esp Thanks in advance. Some small idea look if one of those tattoo mod comes with a racemenubase.pex\psc, people pack shit all the time in their bsas. My plugin scripts are compiled with 3.0.0. No, none of these mods have racemenubase.pex or racemenubase.psc in their BSA archives, except for one - Battle_Hardened_Warpaints (I didn't mention it in my previous post because it was somewhere below in my load order so I forgot about it). I removed this mod but problem remains - I can't see some of overlays if I put RaceMenuPluginXPMSE.esp at the end of my load order and I can't see any of overlays if RaceMenuPluginXPMSE.esp is just after RaceMenuPlugin.esp. And another question. I noticed that some of the XPMSE sliders in RaceMenu works fine and some doesn't make any visual effect at all (belly slider for example). What could be wrong?
Groovtama Posted February 22, 2015 Author Posted February 22, 2015 2 Groovtama: I can't see some of overlays added by this plugin while RaceMenuPluginXPMSE.esp is enabled. Not sure the problem is on your side, but could you check it please? Here is the quote from "Q&A" section of that plugin description: Q: I've installed all the latest versions, but some tattoos are not being shown.A: This has been happening a lot since RaceMenu updated past 2.5.1. So far, what I've been able to find, is that some RaceMenu plugins are not being updated. If you're using multiple plugins (Tat, Warpaint, etc mods), make sure that each mod is being updated. 1 plugin that isn't updated properly will cause problems with all plugins. And here is an extraction from my load order connected with RaceMenu and it's plugins: RaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.esp RaceMenuOverlayCompilation - UNP.esp RaceMenuNails.esp RaceMenuPluginXPMSE.esp SOSRaceMenu.esp ProperWeaponScale.esp The Coenaculi.esp The Coenaculi_Makeup.esp Thanks in advance. Some small idea look if one of those tattoo mod comes with a racemenubase.pex\psc, people pack shit all the time in their bsas. My plugin scripts are compiled with 3.0.0. No, none of these mods have racemenubase.pex or racemenubase.psc in their BSA archives, except for one - Battle_Hardened_Warpaints (I didn't mention it in my previous post because it was somewhere below in my load order so I forgot about it). I removed this mod but problem remains - I can't see some of overlays if I put RaceMenuPluginXPMSE.esp at the end of my load order and I can't see any of overlays if RaceMenuPluginXPMSE.esp is just after RaceMenuPlugin.esp. And another question. I noticed that some of the XPMSE sliders in RaceMenu works fine and some doesn't make any visual effect at all (belly slider for example). What could be wrong? No body with Belly support. And what do you want me to fix, I said to you I use 3.0.0, latest! Edit: I looked at some of the sources you and I have in common and saw that I cleaned up alot of them, most probably Some of your overlay mods are based on really old sources and thus fail when something newer comes in. Edit2: The Coenaculi.esp The Coenaculi_Makeup.esp Those two cripts are old, Battle_Hardened_Warpaints and RaceMenuNails.esp are mods I don't have so no clue, pls get the RaceMenuBase scripts out of there and notify the author the get the fucking scripts out of his mod, RaceMenuOverlays.esp is of cource fine, RaceMenuOverlayCompilation - UNP.esp is also fine.
VVilly Posted February 22, 2015 Posted February 22, 2015 And what do you want me to fix, I said to you I use 3.0.0, latest! Nothing at present. I thought the problem was in RaceMenuPluginXPMSE.esp, but if you say everything is alright with it, I'll inform the authors, who are using old racemenubase scripts in their mods. Thank you for help.
iggypop1 Posted February 22, 2015 Posted February 22, 2015 Hi First dont kill me I wish to install Dual sheath Redux and immersive animations following this tutorial but its an older version of the skeleton and the install menu on your new skeleton is different. Im using HDT but im not shure what to tic and not tic in the skeleton install menu . before starting this is there instructions somewhere to do this Thanx Iggy
Groovtama Posted February 22, 2015 Author Posted February 22, 2015 Hi First dont kill me I wish to install Dual sheath Redux and immersive animations following this tutorial but its an older version of the skeleton and the install menu on your new skeleton is different. Im using HDT but im not shure what to tic and not tic in the skeleton install menu . before starting this is there instructions somewhere to do this Thanx Iggy Install my version instead of XPMS, and install additionally RaceMenu. The installer gives you pretty clear information what does what. You should choose the XPMSE RaceMenu plugin so you can move\change weapons positions ingame. Detailed installation guide is pointless because 2.5 will come with additional edits anyway.
iggypop1 Posted February 22, 2015 Posted February 22, 2015 Hi First dont kill me I wish to install Dual sheath Redux and immersive animations following this tutorial but its an older version of the skeleton and the install menu on your new skeleton is different. Im using HDT but im not shure what to tic and not tic in the skeleton install menu . before starting this is there instructions somewhere to do this Thanx Iggy Install my version instead of XPMS, and install additionally RaceMenu. The installer gives you pretty clear information what does what. You should choose the XPMSE RaceMenu plugin so you can move\change weapons positions ingame. Detailed installation guide is pointless because 2.5 will come with additional edits anyway. I am using XP32 Maximum Skeleton Extended(yours) My pc have weapon on back via racemenu...( very nice) What i want is that all NPC's are using weapon/ shield on back. As far i understand you cant achieve this from racemenu but you can have it from Dual Sheath Redux Im just afraid of fucking things up therefor the question Can i just install the way as described in the video Immersive Animations and then your skeletonXP32 Maximum Skeleton Extended on top with default settings....and then Dual sheath Redux? Do i have to uninstall your skeleton before i start Sorry about all these questions Iggy
bigglebojiggle Posted February 22, 2015 Posted February 22, 2015 I'm having a minor glitch right now. I'm 99% positive I did not do anything wrong when installing this skeleton, but my issue is that the weapons are not placed appropriately on the body. If I choose to have one handed weapons on the back, my character will do the animation, but the weapon is at the hip. Here are the mods I'm using, and if anyone has any suggestions that would be great. Oh and if its necessary to know, I'm using Mod Organizer # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp RaceCompatibility.esm hdtHighHeel.esm ClimatesOfTamriel.esm Schlongs of Skyrim - Core.esm SexLab.esm Xvision Children.esm EnhancedCharacterEdit.esp dD - Realistic Ragdoll Force - Realistic.esp CharacterMakingExtender.esp Active Plugins Display.esp Auto Unequip Ammo.esp ClimatesOfTamriel-Dungeons-Hazardous.esp Chesko_WearableLantern.esp CoT_SnowPatch_NoAurora.esp Ultimate_Hair_Pack.esp (This is a mod I made combining numerous other hair mods) ClimatesOfTamriel-Interiors-Warm.esp ClimatesOfTamriel-Nights-Level-3.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp BloodyFacials.esp Headtracking.esp ClimatesOfTamriel-Sound.esp IceBreaker's Improved Reverb v0.025.esp RaceCompatibilityUSKPOverride.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp Schlongs of Skyrim.esp SkyUI.esp Customizable Camera.esp ELFX - Dawnguard.esp EnhancedWetnessandPuddles.esp Weapons & Armor Fixes_Remade.esp Complete Crafting Overhaul_Remade.esp Added_Killmoves_All_Weapons+Last_Enemy_Limit_Removed+Player_cannot_be_killmoved.esp No_3rd_Person_killcam-3rd_Person_only-Above-Behind.esp SMIM-Merged-NoDragonborn.esp SOS - Shop.esp killmoverandom-20-P-L.esp Weapons & Armor Fixes_Dawnguard.esp Skyrim Realistic Archery.esp Complete Crafting Overhaul_Hearthfire.esp Complete Crafting Overhaul_Dawnguard.esp Xvision Children - Main.esp Xvision Children - HF.esp dD - Enhanced Blood Main.esp Improved Combat Sounds v2.2.esp dD-No Spinning Death Animation.esp decap_chance_10.esp Alternate Start - Live Another Life.esp TheEyesOfBeauty.esp JobsofSkyrim.esp FA Guard Helmet.esp Ok, I'm not sure what the problem was, but if I used the XPMS 1-93a NMM-BAIN INSTALLER-26800-1-93a skeleton (an old file I had) the weapon was placed on the back correctly. Does it have something to do with the amount of bones? This one had 242 and XP32 Maximum Skeleton Extended 2.33 had 115. Gonna test something out, I bet I stupidly chose the wrong option when installing XP32 Maximum Skeleton Extended 2.33.
Groovtama Posted February 22, 2015 Author Posted February 22, 2015 I am using XP32 Maximum Skeleton Extended(yours) My pc have weapon on back via racemenu...( very nice) What i want is that all NPC's are using weapon/ shield on back. As far i understand you cant achieve this from racemenu but you can have it from Dual Sheath Redux Im just afraid of fucking things up therefor the question Can i just install the way as described in the video Immersive Animations and then your skeletonXP32 Maximum Skeleton Extended on top with default settings....and then Dual sheath Redux? Do i have to uninstall your skeleton before i start Sorry about all these questions Iggy Dual sheath redux can't do it, DSR just to display the second left weapon and relocate the sheath shield to the back, nothing more, the repositioning is a skeleton feature. To have it for all npcs you need to modify the skeleton in nifskope yourself: How 2 Edit the skeleton in nifskope: Open Nifskope and modify the Strings it always goes like this WeaponSword -> WeaponSwordDefault WeaponSwordLeft -> WeaponSwordLeftDefault WeaponSwordOnBack -> WeaponSword WeaponSwordLeftOnBack -> WeaponSwordLeft All weapons have a string with Default at the end, that is not in use, it is to hide the default nodes. All weapons variants can be made analog with this way. I'm having a minor glitch right now. I'm 99% positive I did not do anything wrong when installing this skeleton, but my issue is that the weapons are not placed appropriately on the body. If I choose to have one handed weapons on the back, my character will do the animation, but the weapon is at the hip. Here are the mods I'm using, and if anyone has any suggestions that would be great. Oh and if its necessary to know, I'm using Mod Organizer # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp RaceCompatibility.esm hdtHighHeel.esm ClimatesOfTamriel.esm Schlongs of Skyrim - Core.esm SexLab.esm Xvision Children.esm EnhancedCharacterEdit.esp dD - Realistic Ragdoll Force - Realistic.esp CharacterMakingExtender.esp Active Plugins Display.esp Auto Unequip Ammo.esp ClimatesOfTamriel-Dungeons-Hazardous.esp Chesko_WearableLantern.esp CoT_SnowPatch_NoAurora.esp Ultimate_Hair_Pack.esp (This is a mod I made combining numerous other hair mods) ClimatesOfTamriel-Interiors-Warm.esp ClimatesOfTamriel-Nights-Level-3.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp BloodyFacials.esp Headtracking.esp ClimatesOfTamriel-Sound.esp IceBreaker's Improved Reverb v0.025.esp RaceCompatibilityUSKPOverride.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp Schlongs of Skyrim.esp SkyUI.esp Customizable Camera.esp ELFX - Dawnguard.esp EnhancedWetnessandPuddles.esp Weapons & Armor Fixes_Remade.esp Complete Crafting Overhaul_Remade.esp Added_Killmoves_All_Weapons+Last_Enemy_Limit_Removed+Player_cannot_be_killmoved.esp No_3rd_Person_killcam-3rd_Person_only-Above-Behind.esp SMIM-Merged-NoDragonborn.esp SOS - Shop.esp killmoverandom-20-P-L.esp Weapons & Armor Fixes_Dawnguard.esp Skyrim Realistic Archery.esp Complete Crafting Overhaul_Hearthfire.esp Complete Crafting Overhaul_Dawnguard.esp Xvision Children - Main.esp Xvision Children - HF.esp dD - Enhanced Blood Main.esp Improved Combat Sounds v2.2.esp dD-No Spinning Death Animation.esp decap_chance_10.esp Alternate Start - Live Another Life.esp TheEyesOfBeauty.esp JobsofSkyrim.esp FA Guard Helmet.esp Ok, I'm not sure what the problem was, but if I used the XPMS 1-93a NMM-BAIN INSTALLER-26800-1-93a skeleton (an old file I had) the weapon was placed on the back correctly. Does it have something to do with the amount of bones? This one had 242 and XP32 Maximum Skeleton Extended 2.33 had 115. Gonna test something out, I bet I stupidly chose the wrong option when installing XP32 Maximum Skeleton Extended 2.33. Tip: Reading helps Problem Section If you have problems read this first, written by Skulltyrant
travagant Posted February 23, 2015 Posted February 23, 2015 how open pussy? animation do not work for her
iggypop1 Posted February 23, 2015 Posted February 23, 2015 I am using XP32 Maximum Skeleton Extended(yours) My pc have weapon on back via racemenu...( very nice) What i want is that all NPC's are using weapon/ shield on back. As far i understand you cant achieve this from racemenu but you can have it from Dual Sheath Redux Im just afraid of fucking things up therefor the question Can i just install the way as described in the video Immersive Animations and then your skeletonXP32 Maximum Skeleton Extended on top with default settings....and then Dual sheath Redux? Do i have to uninstall your skeleton before i start Sorry about all these questions Iggy Dual sheath redux can't do it, DSR just to display the second left weapon and relocate the sheath shield to the back, nothing more, the repositioning is a skeleton feature. To have it for all npcs you need to modify the skeleton in nifskope yourself: How 2 Edit the skeleton in nifskope: Open Nifskope and modify the Strings it always goes like this WeaponSword -> WeaponSwordDefault WeaponSwordLeft -> WeaponSwordLeftDefault WeaponSwordOnBack -> WeaponSword WeaponSwordLeftOnBack -> WeaponSwordLeft All weapons have a string with Default at the end, that is not in use, it is to hide the default nodes. All weapons variants can be made analog with this way. I'm having a minor glitch right now. I'm 99% positive I did not do anything wrong when installing this skeleton, but my issue is that the weapons are not placed appropriately on the body. If I choose to have one handed weapons on the back, my character will do the animation, but the weapon is at the hip. Here are the mods I'm using, and if anyone has any suggestions that would be great. Oh and if its necessary to know, I'm using Mod Organizer # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp RaceCompatibility.esm hdtHighHeel.esm ClimatesOfTamriel.esm Schlongs of Skyrim - Core.esm SexLab.esm Xvision Children.esm EnhancedCharacterEdit.esp dD - Realistic Ragdoll Force - Realistic.esp CharacterMakingExtender.esp Active Plugins Display.esp Auto Unequip Ammo.esp ClimatesOfTamriel-Dungeons-Hazardous.esp Chesko_WearableLantern.esp CoT_SnowPatch_NoAurora.esp Ultimate_Hair_Pack.esp (This is a mod I made combining numerous other hair mods) ClimatesOfTamriel-Interiors-Warm.esp ClimatesOfTamriel-Nights-Level-3.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp BloodyFacials.esp Headtracking.esp ClimatesOfTamriel-Sound.esp IceBreaker's Improved Reverb v0.025.esp RaceCompatibilityUSKPOverride.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp Schlongs of Skyrim.esp SkyUI.esp Customizable Camera.esp ELFX - Dawnguard.esp EnhancedWetnessandPuddles.esp Weapons & Armor Fixes_Remade.esp Complete Crafting Overhaul_Remade.esp Added_Killmoves_All_Weapons+Last_Enemy_Limit_Removed+Player_cannot_be_killmoved.esp No_3rd_Person_killcam-3rd_Person_only-Above-Behind.esp SMIM-Merged-NoDragonborn.esp SOS - Shop.esp killmoverandom-20-P-L.esp Weapons & Armor Fixes_Dawnguard.esp Skyrim Realistic Archery.esp Complete Crafting Overhaul_Hearthfire.esp Complete Crafting Overhaul_Dawnguard.esp Xvision Children - Main.esp Xvision Children - HF.esp dD - Enhanced Blood Main.esp Improved Combat Sounds v2.2.esp dD-No Spinning Death Animation.esp decap_chance_10.esp Alternate Start - Live Another Life.esp TheEyesOfBeauty.esp JobsofSkyrim.esp FA Guard Helmet.esp Ok, I'm not sure what the problem was, but if I used the XPMS 1-93a NMM-BAIN INSTALLER-26800-1-93a skeleton (an old file I had) the weapon was placed on the back correctly. Does it have something to do with the amount of bones? This one had 242 and XP32 Maximum Skeleton Extended 2.33 had 115. Gonna test something out, I bet I stupidly chose the wrong option when installing XP32 Maximum Skeleton Extended 2.33. Tip: Reading helps Problem Section If you have problems read this first, written by Skulltyrant Thank you Now my toon have both swords on back Install: ImmersiveAnimations-Your skeleton but without choosing weapon placement(Default) and then Dual Sheath Redux. I could see in the instruction video with an older skeleton that the install instructions where seperated in 2 tic boxes: Placement and Animation..... so you had the opportunity to choose (or not) the animation Nifscope.......oh man....nothing comes easy i guess Iggy
Groovtama Posted February 23, 2015 Author Posted February 23, 2015 I will look probably in FNIS Sexy Moves to bind animations and styles together instead of only having one default.
SimpleLife Posted February 26, 2015 Posted February 26, 2015 Having a weird issue that I cant figure out. Using the 7Base body, and a bunch of 7Base armor conversions (primarily from Jordick) and the body: http://www.loverslab.com/files/file/1429-beta-10-enchanced-sevenbase-body-hdttbbpbbppsb-cleavage-with-animation/ Im getting mismatched breasts between armored and nude. The armored breasts are smaller then nude. Cant figure out this if this armor related (happens to a bunch) or body or xml (tried a bunch of different ones, with no luck)
Groovtama Posted February 26, 2015 Author Posted February 26, 2015 Having a weird issue that I cant figure out. Using the 7Base body, and a bunch of 7Base armor conversions (primarily from Jordick) and the body: http://www.loverslab.com/files/file/1429-beta-10-enchanced-sevenbase-body-hdttbbpbbppsb-cleavage-with-animation/ Im getting mismatched breasts between armored and nude. The armored breasts are smaller then nude. Cant figure out this if this armor related (happens to a bunch) or body or xml (tried a bunch of different ones, with no luck) Bad skining.
Camila Posted February 27, 2015 Posted February 27, 2015 I'm not sure if it was explained in the thread already, but i didn't find anything about in the OP. How exacly do we change the default weapon position? For example i like swords at back and daggers at hip, and i use those in my toon via RaceMenu and as well as the animations to draw them. But any other npc have their weapon at the vanilla position (yet they'll use my draw weapon at back animation). So is there something i can do about that? I would like to have all npcs using swords at back and daggers at hip. Ty in advice
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