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


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Just got the newest version and most of the body scales are gone. Never had a problem with updating before.

I'm getting this message at the top left of the screen.

 

17125082798_f1c7143583_o.jpg

 

Everything is installed correctly in MO. Nothing from the XPMSE is being overwritten except for equip animations.

... Fix on the way... fucking creation kit, papyrus compiler... letting me put void in a bool, one time you need that crap complaining and it fails...

 

Fixed

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Is the weapon scale working right for others? Whenever I set the weapon scale to a small amount, the sheathed version works well, but when I unsheath and have the weapon on hand it reverts back to its normal size. This is for a one hand sword, and when I use showracemenu, the scale goes back to 1, but the sheathed weapon scale is still small (at 0.5, but showracemenu says 1).

EDIT: Okay, nevermind. Figured I had to adjust the weapon scale in BODY for it to work properly. However I still dont understand why the values revert to 1, when its actually a smaller value set by me

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I want to modify skeleton to chesko quiver style since there is no bow draw animations for RM. Could you teach me which bone node name I should change? And which is the default one I should replace with new name?

All bows are on the back what you mean is the quiver arrow draw animation and modifying quivers manually causes a chain of workaround fixes with meshes. So will not help sorry but it has a reason i said don't modify it in 2.5, wait till fore does everything.

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Is the weapon scale working right for others? Whenever I set the weapon scale to a small amount, the sheathed version works well, but when I unsheath and have the weapon on hand it reverts back to its normal size. This is for a one hand sword, and when I use showracemenu, the scale goes back to 1, but the sheathed weapon scale is still small (at 0.5, but showracemenu says 1).

 

EDIT: Okay, nevermind. Figured I had to adjust the weapon scale in BODY for it to work properly. However I still dont understand why the values revert to 1, when its actually a smaller value set by me

I am investigating this issue PWS seems broken and I don't know why.

 

Fixed in 2.70

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So lately I've had a serious issue with animation locking when drawing weapons/spells, the draw animation plays, weapon comes up, then goes down again right away after. Can the new animations here be the cause, or is it more likely to be something else?

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So lately I've had a serious issue with animation locking when drawing weapons/spells, the draw animation plays, weapon comes up, then goes down again right away after. Can the new animations here be the cause, or is it more likely to be something else?

ehm because the new system doesn't even touch megic animations I guess it is probably more an overloaded animation graph like always.

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I have similar issue like that since forever now, so probably not the skeleton. Especially when drawing one hand sword. It will play the animation, but the sword doesn't actually get pull and can't attack.

Hot key changing from shield to spells also have that problem with the spell not casting sometimes, gets worse if running or sneaking.

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So, am I being a bit dull here or do I actually have a problem (besides being dull)?

 

I updated to to 2.70 (from 2.50), ran the Dual Sheath Redux patcher and the FNISforUsers patcher and started a new game playing as a Dunmer female... but regardless of which weapon style I choose in RaceMenu, the weapons stay in their vanilla postion and use vanilla animations. o_O?

And yes, during installation of 2.70, I used the option for Dual Weapons, not the Single version.

I use Mod Organizer and the skeleton is nearly last in the load order, with only the Dual Sheath Patcher Output and the FNIS Patcher Output loaded after it.

 

So did I miss something obvious here or...

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So, am I being a bit dull here or do I actually have a problem (besides being dull)?

 

I updated to to 2.70 (from 2.50), ran the Dual Sheath Redux patcher and the FNISforUsers patcher and started a new game playing as a Dunmer female... but regardless of which weapon style I choose in RaceMenu, the weapons stay in their vanilla postion and use vanilla animations. o_O?

And yes, during installation of 2.70, I used the option for Dual Weapons, not the Single version.

I use Mod Organizer and the skeleton is nearly last in the load order, with only the Dual Sheath Patcher Output and the FNIS Patcher Output loaded after it.

 

So did I miss something obvious here or...

You ran the game with SKSE? And have a working version of RaceMenu 3.2?

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You ran the game with SKSE? And have a working version of RaceMenu 3.2?

 

Yeppers. SKSE 1.7.2 and RaceMenu 3.2 are present and working. At least as far as I can tell.

 

And I "Run" the game via starting SKSE from MO.

 

Could it be that 2.70 added a couple of animations compared to 2.50 and those pushed me over the edge, so to speak? I already have quite a few mods that include animations...

 

This is my output when I run FNIS for Users:

FNIS Behavior V5.4.1   03.05.2015 11:22:18
Skyrim: 1.9.32.0 - N:\steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "SKELETON Arm Fix"
Patch: * groovtama's Alternate Anim. for XPMSE/RaceMenu

Reading DeviousDevices V2.9.0 ...
Reading FNISBase V5.4.1 ...
Reading FNISCreatureVersion V5.3 ...
Reading FNISSexyMove V1.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 9 alternate animations) ...
Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...
Reading MNC V?.? ...
Reading NonSexLabAnimationPack V2.1 ...
Reading SexLab V1.59c ...
Reading SexLabCreature V1.59c ...
Reading ZaZAnimationPack V6.0.3  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 alternate animations) ...
Reading sanguinesDebauchery V?.? ...
Reading zzEstrus V1.2 ...

All Anim Lists scanned. Generating Behavior Files ...
Generating animationsetdatasinglefile.txt ...

Create Creature Behaviors ...
Reading MNC V?.? ...
Reading SexLabCreature V1.59c ...
mt_behavior usage: 23,3 %   ( 0 furniture, 29 offset, 0 alternate animations)
0_master usage: 3,6 %   ( 9 paired, 0 kill animations)

 2501 animations for 12 mods successfully included (character)
 544 animations for 2 mods and 22 creatures successfully included.

Note:

The 2 mods it for some reason cannot read the version for (Sanguines Debauchery and MNC) are

1.) Sanguine Debauchery Plus 3.1.5a

2.) More Nasty Critters 8.23

 

No idea if that info helps any. I hope it does. ;)

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I'm slightly confused. I upgraded to the latest version here. (great job on fixing the index finger btw)

 

But now I have lost my hdt breast and butt physics. Do I need to pick another rigmap? (I used the default one because I couldn't find one for hdt in the description)

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You ran the game with SKSE? And have a working version of RaceMenu 3.2?

 

 

 

Yeppers. SKSE 1.7.2 and RaceMenu 3.2 are present and working. At least as far as I can tell.

 

And I "Run" the game via starting SKSE from MO.

 

Could it be that 2.70 added a couple of animations compared to 2.50 and those pushed me over the edge, so to speak? I already have quite a few mods that include animations...

 

This is my output when I run FNIS for Users:

FNIS Behavior V5.4.1   03.05.2015 11:22:18
Skyrim: 1.9.32.0 - N:\steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "SKELETON Arm Fix"
Patch: * groovtama's Alternate Anim. for XPMSE/RaceMenu

Reading DeviousDevices V2.9.0 ...
Reading FNISBase V5.4.1 ...
Reading FNISCreatureVersion V5.3 ...
Reading FNISSexyMove V1.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 9 alternate animations) ...
Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...
Reading MNC V?.? ...
Reading NonSexLabAnimationPack V2.1 ...
Reading SexLab V1.59c ...
Reading SexLabCreature V1.59c ...
Reading ZaZAnimationPack V6.0.3  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 alternate animations) ...
Reading sanguinesDebauchery V?.? ...
Reading zzEstrus V1.2 ...

All Anim Lists scanned. Generating Behavior Files ...
Generating animationsetdatasinglefile.txt ...

Create Creature Behaviors ...
Reading MNC V?.? ...
Reading SexLabCreature V1.59c ...
mt_behavior usage: 23,3 %   ( 0 furniture, 29 offset, 0 alternate animations)
0_master usage: 3,6 %   ( 9 paired, 0 kill animations)

 2501 animations for 12 mods successfully included (character)
 544 animations for 2 mods and 22 creatures successfully included.
Note:

The 2 mods it for some reason cannot read the version for (Sanguines Debauchery and MNC) are

1.) Sanguine Debauchery Plus 3.1.5a

2.) More Nasty Critters 8.23

 

No idea if that info helps any. I hope it does. ;)

FNIS has nothing to do with positions itself if they don't work it is either Racemenu's Nioverride or SKSE.

 

Papyrus log or so.

 

I'm slightly confused. I upgraded to the latest version here. (great job on fixing the index finger btw)

 

But now I have lost my hdt breast and butt physics. Do I need to pick another rigmap? (I used the default one because I couldn't find one for hdt in the description)

HDT PE log and I tell you what is wrong.

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Here it is:

 

 

hdtPhysicsExtensions
[05/04/15 16:23:20]INFO: Queue OK
[05/04/15 16:23:20]INFO: System run with 4 threads
[05/04/15 16:23:20]INFO: Havok simulated world created.
[05/04/15 16:23:20]INFO: SKSEPlugin_Load
[05/04/15 16:25:34]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\Yoo\MHairCAP_L.xml
[05/04/15 16:25:34]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\Yoo\MhairBK_L.xml
[05/04/15 16:25:47]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml
[05/04/15 16:25:47]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml
[05/04/15 16:42:25]INFO: Cell changed...
[05/04/15 16:42:25]INFO: Add character 000e9524
[05/04/15 16:42:25]INFO: Add character 8501861f
[05/04/15 16:42:25]INFO: Add character 000590f1
[05/04/15 16:42:25]INFO: Add character 000590f0
[05/04/15 16:42:26]INFO: Add character 000e94cc
[05/04/15 16:42:26]INFO: Add character 000e94d6
[05/04/15 16:42:26]INFO: Add character 000e94db
[05/04/15 16:42:26]INFO: Add character 000e94dc
[05/04/15 16:42:26]INFO: Add character 000e94dd
[05/04/15 16:42:26]INFO: Add character 000e94de
[05/04/15 16:42:26]INFO: Add character 000e94e9
[05/04/15 16:42:26]INFO: Add character 000e94ee
[05/04/15 16:42:26]INFO: Add character 000febe1
[05/04/15 16:42:26]INFO: Add character 00000014
[05/04/15 16:43:26]INFO: 000590f0 now invalid, release it
[05/04/15 16:43:28]INFO: 000590f1 now invalid, release it

 

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Here it is:

 

 

hdtPhysicsExtensions

[05/04/15 16:23:20]INFO: Queue OK

[05/04/15 16:23:20]INFO: System run with 4 threads

[05/04/15 16:23:20]INFO: Havok simulated world created.

[05/04/15 16:23:20]INFO: SKSEPlugin_Load

[05/04/15 16:25:34]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\Yoo\MHairCAP_L.xml

[05/04/15 16:25:34]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\Yoo\MhairBK_L.xml

[05/04/15 16:25:47]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml

[05/04/15 16:25:47]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml

[05/04/15 16:42:25]INFO: Cell changed...

[05/04/15 16:42:25]INFO: Add character 000e9524

[05/04/15 16:42:25]INFO: Add character 8501861f

[05/04/15 16:42:25]INFO: Add character 000590f1

[05/04/15 16:42:25]INFO: Add character 000590f0

[05/04/15 16:42:26]INFO: Add character 000e94cc

[05/04/15 16:42:26]INFO: Add character 000e94d6

[05/04/15 16:42:26]INFO: Add character 000e94db

[05/04/15 16:42:26]INFO: Add character 000e94dc

[05/04/15 16:42:26]INFO: Add character 000e94dd

[05/04/15 16:42:26]INFO: Add character 000e94de

[05/04/15 16:42:26]INFO: Add character 000e94e9

[05/04/15 16:42:26]INFO: Add character 000e94ee

[05/04/15 16:42:26]INFO: Add character 000febe1

[05/04/15 16:42:26]INFO: Add character 00000014

[05/04/15 16:43:26]INFO: 000590f0 now invalid, release it

[05/04/15 16:43:28]INFO: 000590f1 now invalid, release it

 

 

You aren't loading any xml file for breast physics nor the default one, either all actors/characters in that log are males, you have overwritten xpmse with some skeleton without breast bones, or you never had HDT PE running for breast physics at all.

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Actually, I reinstalled your mod and rerun fnis and now it works for some strange reason.... (I had also upgraded fnis with your mod so it might be the culprit)

 

 

Anyway, thank you for your help. I have never gotten help this quick before. ;)

 

Cheers!

 

Updated log (Just incase your curious)

 

 

hdtPhysicsExtensions
[05/04/15 17:25:19]INFO: Queue OK
[05/04/15 17:25:19]INFO: System run with 4 threads
[05/04/15 17:25:19]INFO: Havok simulated world created.
[05/04/15 17:25:19]INFO: SKSEPlugin_Load
[05/04/15 17:27:03]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml
[05/04/15 17:27:03]INFO: Physics system loaded : DATA\MESHES\HHairstyles\HDTHair02.xml
[05/04/15 17:27:09]INFO: Cell changed...
[05/04/15 17:27:09]INFO: Add character 000e9524
[05/04/15 17:27:09]INFO: Add character 8401861f
[05/04/15 17:27:09]INFO: Add character 000590f1
[05/04/15 17:27:09]INFO: Add character 000590f0
[05/04/15 17:27:09]INFO: Add character 000e94cc
[05/04/15 17:27:09]INFO: Add character 000e94d6
[05/04/15 17:27:09]INFO: Add character 000e94db
[05/04/15 17:27:09]INFO: Add character 000e94dc
[05/04/15 17:27:09]INFO: Add character 000e94dd
[05/04/15 17:27:09]INFO: Add character 000e94de
[05/04/15 17:27:09]INFO: Add character 000e94e9
[05/04/15 17:27:09]INFO: Add character 000e94ee
[05/04/15 17:27:09]INFO: Add character 000febe1
[05/04/15 17:27:09]INFO: Add character 00000014

 

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is it fine that i see this in log? it repeat i think anytime ii equip something. cause i noticed just changeing a ring i can see the swords kinda move back then forth. im thinking any time i change a item it will repeat that around 20 times in the log.

[05/06/2015 - 04:17:02AM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?
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is it fine that i see this in log? it repeat i think anytime ii equip something. cause i noticed just changeing a ring i can see the swords kinda move back then forth. im thinking any time i change a item it will repeat that around 20 times in the log.

[05/06/2015 - 04:17:02AM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?

The realligning (moving back and forth) is from the base game the weapon offsets, the script moves it every time you equip something because I didn't give it a memory and check if he needs to do anything.

 

The question is what is "E9000D90" because OnUpdate is implemented like the textbook implementation from the creationkit website and I don't see the problem on my log.

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Umm where do i put the files into? It says automatically or manual with recommended but upon unziping the files i see a huge list of files and idk where to put them.

 

Use the installer.... dont unzip....use the installer in your mod manager....

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is it fine that i see this in log? it repeat i think anytime ii equip something. cause i noticed just changeing a ring i can see the swords kinda move back then forth. im thinking any time i change a item it will repeat that around 20 times in the log.

[05/06/2015 - 04:17:02AM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?

The realligning (moving back and forth) is from the base game the weapon offsets, the script moves it every time you equip something because I didn't give it a memory and check if he needs to do anything.

 

The question is what is "E9000D90" because OnUpdate is implemented like the textbook implementation from the creationkit website and I don't see the problem on my log.

 

 

if u think it isnt causing any problems i wotn worry about it.

 

 

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is it fine that i see this in log? it repeat i think anytime ii equip something. cause i noticed just changeing a ring i can see the swords kinda move back then forth. im thinking any time i change a item it will repeat that around 20 times in the log.

[05/06/2015 - 04:17:02AM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
	[Active effect 6 on  (E9000D90)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?

The realligning (moving back and forth) is from the base game the weapon offsets, the script moves it every time you equip something because I didn't give it a memory and check if he needs to do anything.

 

The question is what is "E9000D90" because OnUpdate is implemented like the textbook implementation from the creationkit website and I don't see the problem on my log.

 

 

if u think it isnt causing any problems i wotn worry about it.

If the object is invalid, SKSE will clean it up, it wonders me that it does spam in the OnUpdate() event where it registers and not in OnBeginState when it registers for the update the first time, it would be of incorrect type by then already.

 

It would be interessting what E9000D90 is, if it is a dead corpse I might have to add a condition to the effect, but that may result in already dead corpses having a different weapon position than living and then dead people.

 

The Onupdate runs every 5 minutes it wonders me that you get it spammed in the first place. It is bacially there to run as self healing component.

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