TheDisgracedMarlin Posted February 27, 2015 Posted February 27, 2015 please fix the download or can someone give me a download link that doesn't take me to FUCKING NEXUS please fix the download or can someone give me a download link that doesn't take me to FUCKING NEXUS
fizzybutt Posted February 27, 2015 Posted February 27, 2015 please fix the download or can someone give me a download link that doesn't take me to FUCKING NEXUS please fix the download or can someone give me a download link that doesn't take me to FUCKING NEXUS Dummyhead, Now this may seem a little harsh, but you really asked for it. Let me point these out for you. The first post of this thread has the link : Takes you to this: Then, that takes you to another page: You're welcome.
iggypop1 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 see post 1849
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 see post 1849 Ah there it was. Thanks Unfortunately for some reason when i try to open the skeletons from XPMSE with nif nothing shows up o.o I can open other meshes though.
Groovtama Posted February 27, 2015 Author 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 see post 1849 Ah there it was. Thanks Unfortunately for some reason when i try to open the skeletons from XPMSE with nif nothing shows up o.o I can open other meshes though. The info.xml is made to put Unicode charcters in the name of the mod, to prevent people from modifing the skeleton. Either copy the skeletons to another folder and modify them there or remove the unicode characters from the modname.
Camila Posted February 27, 2015 Posted February 27, 2015 I'm completely lost there xD What exacly do i have to edit to make the swords and daggers go to my back? That's the skeleton.nif, would i have to edit all 4 skeletons? (from character assets and character assets female)
Arhon Posted February 27, 2015 Posted February 27, 2015 I'm completely lost there xD What exacly do i have to edit to make the swords and daggers go to my back? That's the skeleton.nif, would i have to edit all 4 skeletons? (from character assets and character assets female) Erm you can simply load your savegame in Skyrim, then open console and type "Showracemenu" after that go to weapons(I think that's how its called) tab and simply change the swords/dagger style to what you prefer (but first before you do anything either wear a dagger or sword so the style will be shown)
Camila Posted February 27, 2015 Posted February 27, 2015 I'm completely lost there xD What exacly do i have to edit to make the swords and daggers go to my back? That's the skeleton.nif, would i have to edit all 4 skeletons? (from character assets and character assets female) Erm you can simply load your savegame in Skyrim, then open console and type "Showracemenu" after that go to weapons(I think that's how its called) tab and simply change the swords/dagger style to what you prefer (but first before you do anything either wear a dagger or sword so the style will be shown) Yeah that works for my own toon, but i wanted it to be the default placement for every single npc
Adalgar Posted February 27, 2015 Posted February 27, 2015 I'm completely lost there xD What exacly do i have to edit to make the swords and daggers go to my back? That's the skeleton.nif, would i have to edit all 4 skeletons? (from character assets and character assets female) Erm you can simply load your savegame in Skyrim, then open console and type "Showracemenu" after that go to weapons(I think that's how its called) tab and simply change the swords/dagger style to what you prefer (but first before you do anything either wear a dagger or sword so the style will be shown) Yeah that works for my own toon, but i wanted it to be the default placement for every single npc For swords on back and daggers on lower back. In Nifskope: Rename WeaponSword to WeaponSwordDefault, Rename WeaponSwordOnBack to WeaponSword Rename WeaponDagger to WeaponDaggerDefault, Rename WeaponDaggerBackHip to WeaponDagger Do this for skeleton.nif, skeletonbeast.nif, skeleton_female.nif and skeletonbeast_female.nif. I've packaged it, so you can install it with NMM or MO, just overwrite. (edit, upload removed new one in the making) Edit 2: new file uploaded with version 2.44 changed nifs for daggers and swords on back HDT. In ReadMe Ninode numbers included for if you want to change it yourself. Needs original mod of course. 【Skeleton】XP32 HDT Daggers and One-handed Swords on back.7z
Camila Posted February 27, 2015 Posted February 27, 2015 @Adalgar Ahhh thank you so much! I'll keep your instructions to do it myself at further XPMSE updates! Thanks again!
Adalgar Posted February 27, 2015 Posted February 27, 2015 @Adalgar Ahhh thank you so much! I'll keep your instructions to do it myself at further XPMSE updates! Thanks again! You're welcome. Btw. The skeleton nifs haven't changed lately. As long the same bones versions (115 bones for HDT for example) are used you can use your own altered (or the uploaded nifs - they are for HDT - I forgot to mention) again for XPMSE updates.
iggypop1 Posted February 27, 2015 Posted February 27, 2015 I'm completely lost there xD What exacly do i have to edit to make the swords and daggers go to my back? That's the skeleton.nif, would i have to edit all 4 skeletons? (from character assets and character assets female) Erm you can simply load your savegame in Skyrim, then open console and type "Showracemenu" after that go to weapons(I think that's how its called) tab and simply change the swords/dagger style to what you prefer (but first before you do anything either wear a dagger or sword so the style will be shown) Yeah that works for my own toon, but i wanted it to be the default placement for every single npc For swords on back and daggers on lower back. In Nifskope: Rename WeaponSword to WeaponSwordDefault, Rename WeaponSwordOnBack to WeaponSword Rename WeaponDagger to WeaponDaggerDefault, Rename WeaponDaggerBackHip to WeaponDagger Do this for skeleton.nif, skeletonbeast.nif, skeleton_female.nif and skeletonbeast_female.nif. I've packaged it, so you can install it with NMM or MO, just overwrite. So you did the changes?j...?
Groovtama Posted February 27, 2015 Author Posted February 27, 2015 @Adalgar Ahhh thank you so much! I'll keep your instructions to do it myself at further XPMSE updates! Thanks again! You're welcome. Btw. The skeleton nifs haven't changed lately. As long the same bones versions (115 bones for HDT for example) are used you can use your own altered (or the uploaded nifs - they are for HDT - I forgot to mention) again for XPMSE updates. The number that FNIS shows has nothing to do with the nifs, that are not bones in the skeleton nif that are animatable bones for the animation system in the hkx (rig map). The number doesn't change when I change anything in the nif, most nifs have around 600+ NiNodes, not counting Havok data, with havok data the index goes to 900+. Latest edits in nifs was around 2.33. Next will be 2.5.
Adalgar Posted February 27, 2015 Posted February 27, 2015 So you did the changes?j...? If the question is for me: yes, the nifs in the uploaded file are already changed so that swords are on back and daggers on lower back
Skull Tyrant Posted February 27, 2015 Posted February 27, 2015 @Adalgar Ahhh thank you so much! I'll keep your instructions to do it myself at further XPMSE updates! Thanks again! You're welcome. Btw. The skeleton nifs haven't changed lately. As long the same bones versions (115 bones for HDT for example) are used you can use your own altered (or the uploaded nifs - they are for HDT - I forgot to mention) again for XPMSE updates. The number that FNIS shows has nothing to do with the nifs, that are not bones in the skeleton nif that are animatable bones for the animation system in the hkx (rig map). The number doesn't change when I change anything in the nif, most nifs have around 600+ NiNodes, not counting Havok data, with havok data the index goes to 900+. Latest edits in nifs was around 2.33. Next will be 2.5. what exactly will be changed on the skeleton nifs?
Adalgar Posted February 27, 2015 Posted February 27, 2015 @Adalgar Ahhh thank you so much! I'll keep your instructions to do it myself at further XPMSE updates! Thanks again! You're welcome. Btw. The skeleton nifs haven't changed lately. As long the same bones versions (115 bones for HDT for example) are used you can use your own altered (or the uploaded nifs - they are for HDT - I forgot to mention) again for XPMSE updates. The number that FNIS shows has nothing to do with the nifs, that are not bones in the skeleton nif that are animatable bones for the animation system in the hkx (rig map). The number doesn't change when I change anything in the nif, most nifs have around 600+ NiNodes, not counting Havok data, with havok data the index goes to 900+. Latest edits in nifs was around 2.33. Next will be 2.5. Ah, thanks for correcting.
Camila Posted February 27, 2015 Posted February 27, 2015 Adalgar did you change an old skeleton? Because the files size is differently than XPMSE 2.44 It also made my HDT Vagina stop working >: I can't find the damn WeaponSwordOnBack part to rename it.. snifff
Adalgar Posted February 27, 2015 Posted February 27, 2015 Adalgar did you change an old skeleton? Because the files size is differently than XPMSE 2.44 It also made my HDT Vagina stop working >: I can't find the damn WeaponSwordOnBack part to rename it.. snifff Well I did the changes around version 2.2 I think, and I understand now that around 2.33 there were changes. I'll withdraw the file and make a new one with weapon placement and will upload it for the 2.44 version.
Groovtama Posted February 27, 2015 Author Posted February 27, 2015 what exactly will be changed on the skeleton nifs? My scope: 2.5 will have Quiver and Bolts be split up for the player and will be moved dynamically that way you will have 3 bow quiver nodes you can choose and 5 bolt quiver choices ingame, PWS script will then manage the positions on equiping. It is really cheap on the script side and doesn't have the problem of drawn bolt going invisible when you change the node in the bolt nif. Also addional bolt nifs for chesko frostfall quiver position, xp32's frostfall quiver, the experimental one and aestetic bolt quiver placement will not be required anymore. All this will need new nodes for the bolt quiver offsets. Nipple Magic will get the same treatment, it will be disabled while you equip a crossbow so the drawn bolt will allign correctly again, and will be reenabled when you pull out magic. I have to restrict the choice for npcs to the default quiver position, bow style will be chooseable, and editable in the nif, you can still position/roate/scale the quiver in racemenu for the npc, but style choice will be gone and only available for the PC. The old nodes are still there but I don't recommend it. And some other smaller additions for WIP mods. 2.6 will have no skeleton edits and feature FNIS alternate animations (waiting on fore to implement the needed stuff in FNIS, he is busy don't disturb him when you want 2.6 quicker!), where you choose a style in RaceMenu and the draw\sheath animation will change also, that will work for PCs and NPCs. That will be making PCEA obsolete for the weapon draw/sheath animations, as long as you don't want to have seperate combat animations.
iggypop1 Posted February 27, 2015 Posted February 27, 2015 So you did the changes?j...? If the question is for me: yes, the nifs in the uploaded file are already changed so that swords are on back and daggers on lower back Oh yes sorry it was to you Im using immersive animations + XP32SME 2.44+Dual sheath and it works for my PC (dual sheath gives NPC shields and staves on back but not 1h weapons) I would like that NPC wear 1h on back ,so i was glad that you did the work unfortunately it broke my dual sheath (cant choose sword style in RM for left hand and have my lefthander on hip))When i installed your skeleton i let it overwrite i maybe should have done it the other way around,( first install your version) to keep my dual sheath? Sorry i dont understand much of this so i maybe ask stupid questions Edit: ok to late
Camila Posted February 27, 2015 Posted February 27, 2015 @iggypop1 Dual Sheat Redux doesn't even have skeletons on it. You overwrote something else (XPMSE 2.44)
Groovtama Posted February 27, 2015 Author Posted February 27, 2015 So you did the changes?j...? If the question is for me: yes, the nifs in the uploaded file are already changed so that swords are on back and daggers on lower back Oh yes sorry it was to you Im using immersive animations + XP32SME 2.44+Dual sheath and it works for my PC (dual sheath gives NPC shields and staves on back but not 1h weapons) I would like that NPC wear 1h on back ,so i was glad that you did the work unfortunately it broke my dual sheath (cant choose sword style in RM for left hand and have my lefthander on hip))When i installed your skeleton i let it overwrite i maybe should have done it the other way around,( first install your version) to keep my dual sheath? Sorry i dont understand much of this so i maybe ask stupid questions XPMSE2.2 skeletons are not compatible with XPMSE2.44 scripts and thus don't work.
iggypop1 Posted February 27, 2015 Posted February 27, 2015 So you did the changes?j...? If the question is for me: yes, the nifs in the uploaded file are already changed so that swords are on back and daggers on lower back Oh yes sorry it was to you Im using immersive animations + XP32SME 2.44+Dual sheath and it works for my PC (dual sheath gives NPC shields and staves on back but not 1h weapons) I would like that NPC wear 1h on back ,so i was glad that you did the work unfortunately it broke my dual sheath (cant choose sword style in RM for left hand and have my lefthander on hip))When i installed your skeleton i let it overwrite i maybe should have done it the other way around,( first install your version) to keep my dual sheath? Sorry i dont understand much of this so i maybe ask stupid questions XPMSE2.2 skeletons are not compatible with XPMSE2.44 scripts and thus don't work. Exactly ...found out
iggypop1 Posted February 28, 2015 Posted February 28, 2015 @iggypop1 Dual Sheat Redux doesn't even have skeletons on it. You overwrote something else (XPMSE 2.44) Yes i did and it broke the weapon placement in Race Menu So no dual sheath on back....
Adalgar Posted February 28, 2015 Posted February 28, 2015 Alright, new file is uploaded with 2.44 changes. NiNode numbers are in Readme for easier DIY.
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