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


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Posted

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.

Posted

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...

Posted

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?

Posted

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?

Posted

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?

Posted

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.

Posted

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.esp

RaceMenuPlugin.esp
RaceMenuOverlays.esp
RaceMenuOverlayCompilation - UNP.esp
RaceMenuNails.esp
RaceMenuPluginXPMSE.esp
SOSRaceMenu.esp
ProperWeaponScale.esp
The Coenaculi.esp
The Coenaculi_Makeup.esp

Thanks in advance.

Posted

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.esp

RaceMenuPlugin.esp

RaceMenuOverlays.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.

Posted

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

 

 

 

Posted

 

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.esp

RaceMenuPlugin.esp

RaceMenuOverlays.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?

Posted

 

 

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.esp

RaceMenuPlugin.esp

RaceMenuOverlays.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.

 

Posted

 

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.

Posted

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

Posted

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.

Posted

 

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

Posted

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.

Posted

 

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

Posted

 

 

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

Posted

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)

Posted

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.

Posted

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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