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


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Posted

can you repost the latest version of this that's compatible with skse 1.7.1

are any of the 2.x versions compatible with skse 1.71

Posted

Hi, newbie here. Could someone please clarify something for me?

I use UNP HDT-E BBP TBBP 

 

http://www.nexusmods.com/skyrim/mods/21199/?

 

When i install XP32 Max Compatibility skeleton, there are options: normal and BBP. Which one should i install?

 

Thanks

reading the post for the link you have there you don't use the max compatibility skeleton, you need 2.x, max compatibile version is 1.9x

Posted

 

reading the post for the link you have there you don't use the max compatibility skeleton, you need 2.x, max compatibile version is 1.9x

 

 

 

 

Oh, sorry, i was confused due to Oblivion's skeleton. I use the XP32 Max Skeleton Extended. But when you install with Mod Organizer, it has 2 options for UNP (as far as i remember). One normal and one "BBP". 

 

I mean this:

 

25gfa5d.jpg

Posted

First one is HDT, the others are not.

 

Groovatrama, to keep these from popping up maybe you can put a (HDT) on the first one like the others have?

Posted

 

 

i had this extended monster skeleton rig bug (draugr), had FPS drop to 1-2 in all dungeons with Draugr. Had to delete it.

http://forums.nexusmods.com/index.php?/topic/830509-xp32-maximum-skeleton/?p=25130029

 

 

Ty, with all the mods i could not remember that simple XML file would be the culprit^^ and cant remember that it had restrictions to the version.

I hope that author of HDT Bounce and Jiggles will consider makeing "Sling" version:<,  xml editing is not my thing ^^ and it seems to be only xml with all the goodies i want :<

 

Ty Groovtama:)

 

EDIT:

 

bah, i'm stupid it seems xD , all works well with Sling version and racemenu. But now im intrested how to make EFF to change hair in racemenu.

 

 

I think expired mentioned something that it would be to hacky to do, because of multiple reasons to do that in RM\EFF, I think hairstyler can do it, but it works different than EFF\RM.

 

can you repost the latest version of this that's compatible with skse 1.7.1

are any of the 2.x versions compatible with skse 1.71

Either go on the nexus, or just update because 1.71 is nothing else than the beta that came before 1.72..

 

 

 

reading the post for the link you have there you don't use the max compatibility skeleton, you need 2.x, max compatibile version is 1.9x

 

Oh, sorry, i was confused due to Oblivion's skeleton. I use the XP32 Max Skeleton Extended. But when you install with Mod Organizer, it has 2 options for UNP (as far as i remember). One normal and one "BBP". 

 

I mean this:

 

25gfa5d.jpg

 

All options have a seperate description where I explain for what reason they are in.


First one is HDT, the others are not.

 

Groovatrama, to keep these from popping up maybe you can put a (HDT) on the first one like the others have?

Ehm they have descriptions^^ The white thing on the left with text that people can\could\should\would read^^

 

And I can't add a HDT because the option would be in the middle because NMM orders them by name and that would make people more confused

Posted

And I read it, but I'm just saying you might save yourself having to comment on this a few times at least by just adding a (HDT) part, description can stand for those who want to read more, but many have a tendency to overlook that it seems...

Posted

The result on my system with MO of leaving SOS Racemenu inactive, SOS's sliders take over, and I get a baseball bat.

 

http://images.akamai.steamusercontent.com/ugc/544152440204426219/D68CBB5543768E20AE62CA34CB1578FF97485941/

 

The description in MO says it's to load a BSA archive in, but no BSA gets installed with the Skeleton, just tried reinstalling skeleton with BSA extractor off.

Because sos doesn't overwrite all XPMSE nodes blindly just the default sos ones it is a good idea to set the sos slider of rm in the xpmse plugin back to default before you switch, NiOverride stuff is presistent until you remove it.

Posted

Exact same character where the only thing I did (no racemenu or MCM changes at all) was to check SOS Racemenu.esp

 

http://images.akamai.steamusercontent.com/ugc/544152440204451850/F3B3BD389D7E66ADE60697DD6A0B0723523887E2/

SoS = NetImmerse = temporary = gone after you reload\restart = No Overwritting for the PC as long as SoS plugin is there, ergo if you restart, SoS does not scale around leaving only the Nio scales.

 

Why the schlong gets bigger is math related and it is too late for me and my brain is too much damage tonight to explain it.

Posted

To clarify, making the character I had SOS racemenu not checked, I made the character, I changed sizes of Schlong, I went in game and I added Schlong to character, Schlong ended up SOS MCM's size 1 with changes I'd done with RaceMenu (slimmer), I increased to size 8, but it ended up too fat, I went into racemenu to change the with slightly, did not change size at all, and when I exited racemenu the baseball bat was the result. Screenshot, quit, activate SOS Racemenu, enter, screenshot.

 

Note however that on my other profile where I'm running an Orc male and so can run SOS Light the SOS Racemenu works perfectly when not checked, it's when the SOS MCM comes in that the problem happens, the size slider there doesn't get disabled like it does if you enable the esp.

Posted

 

 

reading the post for the link you have there you don't use the max compatibility skeleton, you need 2.x, max compatibile version is 1.9x

 

 

 

 

Oh, sorry, i was confused due to Oblivion's skeleton. I use the XP32 Max Skeleton Extended. But when you install with Mod Organizer, it has 2 options for UNP (as far as i remember). One normal and one "BBP". 

 

I mean this:

 

25gfa5d.jpg

 

 

 

Hi, newbie here. Could someone please clarify something for me?

I use UNP HDT-E BBP TBBP 

 

http://www.nexusmods.com/skyrim/mods/21199/?

 

When i install XP32 Max Compatibility skeleton, there are options: normal and BBP. Which one should i install?

 

Thanks

from the nexus page

Version 5.0+ now supports/requires XPMSE 2.0+

so if you want to use the xp32 compatibility skeleton you need an older version of the mod you posted, 5.0 requires xp32max skeleton 2

Posted

 

can you repost the latest version of this that's compatible with skse 1.7.1

are any of the 2.x versions compatible with skse 1.71

Either go on the nexus, or just update because 1.71 is nothing else than the beta that came before 1.72..

 



 

ok, so i notice there are several of the older versions still posted on the nexus, but the requirements are only listed for the latest version - whats the latest version that's still compatible with skse 1.7.1

-until skse 1.7.2 comes out of beta i can't expect support for it in the mods that have issues with it

 

from skse "what's new"

1.7.2:

- renamed Tree -> TreeObject, avoids conflicts with vanilla scripts

- container weight count takes stack size in to account

- added Actor.GetFactions

- added Cell.GetWaterLevel

- added Faction functions

 

any mods that alter factions can expect issues

testing ths with sd and paradise halls caused instability - frequent game crashes

Posted

 

 

 

reading the post for the link you have there you don't use the max compatibility skeleton, you need 2.x, max compatibile version is 1.9x

 

 

 

 

Oh, sorry, i was confused due to Oblivion's skeleton. I use the XP32 Max Skeleton Extended. But when you install with Mod Organizer, it has 2 options for UNP (as far as i remember). One normal and one "BBP". 

 

I mean this:

 

25gfa5d.jpg

 

 

 

Hi, newbie here. Could someone please clarify something for me?

I use UNP HDT-E BBP TBBP 

 

http://www.nexusmods.com/skyrim/mods/21199/?

 

When i install XP32 Max Compatibility skeleton, there are options: normal and BBP. Which one should i install?

 

Thanks

from the nexus page

Version 5.0+ now supports/requires XPMSE 2.0+

so if you want to use the xp32 compatibility skeleton you need an older version of the mod you posted, 5.0 requires xp32max skeleton 2

 

 

XPMSE2 is has many versions and iterations that is called updates, when it works with 2.0+ then it will work with 2.0 and 2.74 and 2.5 and 2.14.

 

 

 

can you repost the latest version of this that's compatible with skse 1.7.1

are any of the 2.x versions compatible with skse 1.71

Either go on the nexus, or just update because 1.71 is nothing else than the beta that came before 1.72..

ok, so i notice there are several of the older versions still posted on the nexus, but the requirements are only listed for the latest version - whats the latest version that's still compatible with skse 1.7.1

-until skse 1.7.2 comes out of beta i can't expect support for it in the mods that have issues with it

 

from skse "what's new"

1.7.2:

- renamed Tree -> TreeObject, avoids conflicts with vanilla scripts

- container weight count takes stack size in to account

- added Actor.GetFactions

- added Cell.GetWaterLevel

- added Faction functions

 

any mods that alter factions can expect issues

testing ths with sd and paradise halls caused instability - frequent game crashes

 

sorry, but "added" means "new functions" means they were not used by any mods that alter factions because they were not existent at that time....

Posted

ok  we all understand 1.7.2 is still new, that's why its beta, so I'm just wondering if there are any 2.x skeletons compatible with skse1.7.1 until 1.7.2 is old enough to get full support and if so which versions are they

Posted

ok  we all understand 1.7.2 is still new, that's why its beta, so I'm just wondering if there are any 2.x skeletons compatible with skse1.7.1 until 1.7.2 is old enough to get full support and if so which versions are they

I repeat it is beta because it is the newest, it is as much stable as 1.71 which was beta when 1.70 was stable, so was 1.70 when 1.62 or so was stable.

Posted

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

Posted

 

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

is this a drama topic or support topic, i was asking for faction support for major mods like daymoyl and sanguine's debauchery and paradise halls, regardless how stable you think skse 1.7.2 is, its both listed as beta and clearly states its altering the faction modifiers

have you tested these mods to say they're stable or are just talking out your ass - regardless until a patch or update can be made for it its no good and if the mod's author isn't ready to call it stable you can't expect a patch for it from any of those mods that are affected by it

 

Ok, 3 strikes now you get business talk, first question do you know how SKSE updates work? No! Because you obviously not know that skse people don't edit old stuff without the reason of a bug fix. If DA-YMOYL, SD+ or PH have issues with the new SKSE because of added functions they did not work correctly in the first place, and if any of the authors would state that his 1.7.1 compatible mod does not work anymore because of new function in 1.7.2 (there are new faction functions that are unused in any older mod, because they were not there at the time, the mod does not use it just because SKSE adds them, the author has to use them in his scripts, short: there can't be any mod affected!!!), I would ask the author if they did their mods\scripts themselve because they do not even understand basics of papyrus, or they would have compiled their scripts against skse test source files which were later edited and thus the mod deserves to be buggy, if the auhor releases alpha scripts.

If any of these 3 mods could use new SKSE functions for its work instead of their internal papyrus functions, and if it has an active author, the author would jump on the functions quicker than s horny dogs on another horny dog of the other sex, because the SKSE function are faster and more stable than x lines of papyrus.

 

And hello you can use skse 1.4, 1.5 and 1.6 skse mods with 1.7.1, after your logic that would not work when 1.7.1 mods would not work with 1.7.2 because of added functions.

 

The botttom-line: You don't understand how SKSE updates work, you don't know how people have to do their papyrus scripts, you don't know when you need patches for something and you call people "talking out of their ass" and if you ask an author for support and do not listen to him that even other people try to explain it to you you should think if you talk total non-sense or being really wrong with your opinion...

 

So who does the drama? If you don't wanna update or use SKSE just untick the esp, and make your character without weapon move sliders etc. Don't care, but don't expect me to support multiple versions.

Posted

 

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

is this a drama topic or support topic, i was asking for faction support for major mods like daymoyl and sanguine's debauchery and paradise halls, regardless how stable you think skse 1.7.2 is, its both listed as beta and clearly states its altering the faction modifiers

have you tested these mods to say they're stable or are just talking out your ass - regardless until a patch or update can be made for it its no good and if the mod's author isn't ready to call it stable you can't expect a patch for it from any of those mods that are affected by it

 

 

Don't know the "drama" statement comes from.  I was just simply stating (for the 87th time on this site) what I KNOW from several years of experience using silverlock products (fose, nvse, and skse).  They like to keep things listed as "beta" long after they are actually no longer beta.  I also use have used DAYMOYL and Paradise Halls (I don't use SD) with 1.7.2 with NO issue directly or indirectly related to 1.7.2.  So

[drama]

why don't perform a cranial/rectal extraction and actually listen to people rather than "talking out your ass" as you put it.

[/drama]

Posted

I'm having an issue with this skeleton and the Ningheim race which by default uses custom skeletons, it seems to be something that a lot of people have. Either I get incompatibility where weapon scales and SOS race menu doesn't work of course, or when I tried copying over the skeleton files for some reason my bow takes 20 seconds to draw to full strength. Any idea what I did wrong and how I can fix it?

Posted

 

 

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

is this a drama topic or support topic, i was asking for faction support for major mods like daymoyl and sanguine's debauchery and paradise halls, regardless how stable you think skse 1.7.2 is, its both listed as beta and clearly states its altering the faction modifiers

have you tested these mods to say they're stable or are just talking out your ass - regardless until a patch or update can be made for it its no good and if the mod's author isn't ready to call it stable you can't expect a patch for it from any of those mods that are affected by it

 

Ok, 3 strikes now you get business talk, first question do you know how SKSE updates work? No! Because you obviously not know that skse people don't edit old stuff without the reason of a bug fix. If DA-YMOYL, SD+ or PH have issues with the new SKSE because of added functions they did not work correctly in the first place, and if any of the authors would state that his 1.7.1 compatible mod does not work anymore because of new function in 1.7.2 (there are new faction functions that are unused in any older mod, because they were not there at the time, the mod does not use it just because SKSE adds them, the author has to use them in his scripts, short: there can't be any mod affected!!!), I would ask the author if they did their mods\scripts themselve because they do not even understand basics of papyrus, or they would have compiled their scripts against skse test source files which were later edited and thus the mod deserves to be buggy, if the auhor releases alpha scripts.

If any of these 3 mods could use new SKSE functions for its work instead of their internal papyrus functions, and if it has an active author, the author would jump on the functions quicker than s horny dogs on another horny dog of the other sex, because the SKSE function are faster and more stable than x lines of papyrus.

 

And hello you can use skse 1.4, 1.5 and 1.6 skse mods with 1.7.1, after your logic that would not work when 1.7.1 mods would not work with 1.7.2 because of added functions.

 

The botttom-line: You don't understand how SKSE updates work, you don't know how people have to do their papyrus scripts, you don't know when you need patches for something and you call people "talking out of their ass" and if you ask an author for support and do not listen to him that even other people try to explain it to you you should think if you talk total non-sense or being really wrong with your opinion...

 

 

i'm not the author of either of those mods to understand why 2 out of 3 of those break with the updated skse, it wasn't until their latest updates those 2 mods could even work side-by-side without issues, all i can say is the game started giving frequent random crashes for no apparent reason after i installed the latest updates of this mod with the latest racemenu and the latest script extender, according to the crash logs those 2 mods were side-by-side as having some issues with it, at this point i don't have those logs anymore, without knowing who to contact for support on the matter i downgraded back to the older skse version and got things stable again

 

 

to herass me about why those mods "should" work just fine with the new updates does none of us any good, unless you're willing to help those authors to find out why it doesn't,,,,

-That's why i called it drama and talking out his ass

 

 

 

So who does the drama? If you don't wanna update or use SKSE just untick the esp, and make your character without weapon move sliders etc. Don't care, but don't expect me to support multiple versions.

This would have been something i could use, when i asked what version do you have that will work with the older skse

you'll notice taking a look at the racemenu page on the downloads section, each of those files lists the version number And the skse version required to run it

for the time being i'm done messing around with bug-testing updates, i've been going thru it long enough i'd like a break from it for while to get some game-play going and i'll try again in 6 months or so

for the time-being i'm just asking what does it take to make the skeleton work with the older script extender so things get back to normal again - just disable the included esp and your newest version works fine then?

 

 

 

on a separate note i almost forgot to ask if "giants" cause the game to crash would be skeleton related that you know of - more specifically, the scene involving the companion's guild attacking the giant outside of whiterun, no other giants so far have had the issue, i'd experienced it for some time and never thought of the skeleton causing it until 1 day i was setting up mods on friends pc, kept having same issue, cleared out all mods, still there, finally nuked the meshes folder and gave him the skeleton marked as compatible, sudenly the problem's solved

Posted

I'm having an issue with this skeleton and the Ningheim race which by default uses custom skeletons, it seems to be something that a lot of people have. Either I get incompatibility where weapon scales and SOS race menu doesn't work of course, or when I tried copying over the skeleton files for some reason my bow takes 20 seconds to draw to full strength. Any idea what I did wrong and how I can fix it?

From the Ningheim description page:

  • Fully stand-alone body meshes and skeletons for that extra bit of customization.

Translates to

  • Seperate skeleton in seperate location, overwrite them when you wanna use XPMSE
Posted

 

I'm having an issue with this skeleton and the Ningheim race which by default uses custom skeletons, it seems to be something that a lot of people have. Either I get incompatibility where weapon scales and SOS race menu doesn't work of course, or when I tried copying over the skeleton files for some reason my bow takes 20 seconds to draw to full strength. Any idea what I did wrong and how I can fix it?

From the Ningheim description page:

  • Fully stand-alone body meshes and skeletons for that extra bit of customization.

Translates to

  • Seperate skeleton in seperate location, overwrite them when you wanna use XPMSE

 

 

I did that, I moved the skeleton over into those folders, the XPMS racemenu and SOS racemenu worked then, but when I tried testing functions for some reason drawing a bow fully took 20 seconds. I changed race, and I could draw at full speed. Others have also run into the same issue.

Posted

 

 

 

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

is this a drama topic or support topic, i was asking for faction support for major mods like daymoyl and sanguine's debauchery and paradise halls, regardless how stable you think skse 1.7.2 is, its both listed as beta and clearly states its altering the faction modifiers

have you tested these mods to say they're stable or are just talking out your ass - regardless until a patch or update can be made for it its no good and if the mod's author isn't ready to call it stable you can't expect a patch for it from any of those mods that are affected by it

 

Ok, 3 strikes now you get business talk, first question do you know how SKSE updates work? No! Because you obviously not know that skse people don't edit old stuff without the reason of a bug fix. If DA-YMOYL, SD+ or PH have issues with the new SKSE because of added functions they did not work correctly in the first place, and if any of the authors would state that his 1.7.1 compatible mod does not work anymore because of new function in 1.7.2 (there are new faction functions that are unused in any older mod, because they were not there at the time, the mod does not use it just because SKSE adds them, the author has to use them in his scripts, short: there can't be any mod affected!!!), I would ask the author if they did their mods\scripts themselve because they do not even understand basics of papyrus, or they would have compiled their scripts against skse test source files which were later edited and thus the mod deserves to be buggy, if the auhor releases alpha scripts.

If any of these 3 mods could use new SKSE functions for its work instead of their internal papyrus functions, and if it has an active author, the author would jump on the functions quicker than s horny dogs on another horny dog of the other sex, because the SKSE function are faster and more stable than x lines of papyrus.

 

And hello you can use skse 1.4, 1.5 and 1.6 skse mods with 1.7.1, after your logic that would not work when 1.7.1 mods would not work with 1.7.2 because of added functions.

 

The botttom-line: You don't understand how SKSE updates work, you don't know how people have to do their papyrus scripts, you don't know when you need patches for something and you call people "talking out of their ass" and if you ask an author for support and do not listen to him that even other people try to explain it to you you should think if you talk total non-sense or being really wrong with your opinion...

 

 

i'm not the author of either of those mods to understand why 2 out of 3 of those break with the updated skse, it wasn't until their latest updates those 2 mods could even work side-by-side without issues, all i can say is the game started giving frequent random crashes for no apparent reason after i installed the latest updates of this mod with the latest racemenu and the latest script extender, according to the crash logs those 2 mods were side-by-side as having some issues with it, at this point i don't have those logs anymore, without knowing who to contact for support on the matter i downgraded back to the older skse version and got things stable again

 

 

to herass me about why those mods "should" work just fine with the new updates does none of us any good, unless you're willing to help those authors to find out why it doesn't,,,,

-That's why i called it drama and talking out his ass

 

 

 

So who does the drama? If you don't wanna update or use SKSE just untick the esp, and make your character without weapon move sliders etc. Don't care, but don't expect me to support multiple versions.

This would have been something i could use, when i asked what version do you have that will work with the older skse

you'll notice taking a look at the racemenu page on the downloads section, each of those files lists the version number And the skse version required to run it

for the time being i'm done messing around with bug-testing updates, i've been going thru it long enough i'd like a break from it for while to get some game-play going and i'll try again in 6 months or so

for the time-being i'm just asking what does it take to make the skeleton work with the older script extender so things get back to normal again - just disable the included esp and your newest version works fine then?

 

 

 

on a separate note i almost forgot to ask if "giants" cause the game to crash would be skeleton related that you know of - more specifically, the scene involving the companion's guild attacking the giant outside of whiterun, no other giants so far have had the issue, i'd experienced it for some time and never thought of the skeleton causing it until 1 day i was setting up mods on friends pc, kept having same issue, cleared out all mods, still there, finally nuked the meshes folder and gave him the skeleton marked as compatible, sudenly the problem's solved

 

 

The author of DAYMOL didn't feel as you do as when i said on his nexus page that i was having issues and i'd upgraded SKSE so was this a potential cause he flatly denied that any change in SKSE would affect his mod

 

 

SKSE 1.7.2 works perfectly fine as expected. Again the only thing that can make DA unactivable are these 3 requirements: Game version, SKSE and SkyUI. posted @ 15:12, 17 May 2015 by BralorMarr

 

 

I have SKSE 1.7.2 and PH + Blabla PH patch works fine with it

 

SD+ runs (as in mod shows in MCM etc) but as i'm having issues with DAYMOL i can't trigger it to test

 

This is tested on a save that is now at lvl 76, i'm feeling a new game will likely fix the issue but as i'm playing a dude on this playthrough i can live without the player slavery

 

Suggest you check your installation and try a new game if you haven't been, also apologising to all the peeps you've been arguing with might be a good idea

 

Posted

 

 

 

 

CliftonJD:  I've said/posted this many times before - the silverlock guys tend to leave things listed as beta (and sometimes even alpha) long after that version is stable.  They rarely change it until the NEXT beta (or alpha) version is ready, THEN they remove the beta moniker.  But 1.7.2 is stable.

is this a drama topic or support topic, i was asking for faction support for major mods like daymoyl and sanguine's debauchery and paradise halls, regardless how stable you think skse 1.7.2 is, its both listed as beta and clearly states its altering the faction modifiers

have you tested these mods to say they're stable or are just talking out your ass - regardless until a patch or update can be made for it its no good and if the mod's author isn't ready to call it stable you can't expect a patch for it from any of those mods that are affected by it

 

Ok, 3 strikes now you get business talk, first question do you know how SKSE updates work? No! Because you obviously not know that skse people don't edit old stuff without the reason of a bug fix. If DA-YMOYL, SD+ or PH have issues with the new SKSE because of added functions they did not work correctly in the first place, and if any of the authors would state that his 1.7.1 compatible mod does not work anymore because of new function in 1.7.2 (there are new faction functions that are unused in any older mod, because they were not there at the time, the mod does not use it just because SKSE adds them, the author has to use them in his scripts, short: there can't be any mod affected!!!), I would ask the author if they did their mods\scripts themselve because they do not even understand basics of papyrus, or they would have compiled their scripts against skse test source files which were later edited and thus the mod deserves to be buggy, if the auhor releases alpha scripts.

If any of these 3 mods could use new SKSE functions for its work instead of their internal papyrus functions, and if it has an active author, the author would jump on the functions quicker than s horny dogs on another horny dog of the other sex, because the SKSE function are faster and more stable than x lines of papyrus.

 

And hello you can use skse 1.4, 1.5 and 1.6 skse mods with 1.7.1, after your logic that would not work when 1.7.1 mods would not work with 1.7.2 because of added functions.

 

The botttom-line: You don't understand how SKSE updates work, you don't know how people have to do their papyrus scripts, you don't know when you need patches for something and you call people "talking out of their ass" and if you ask an author for support and do not listen to him that even other people try to explain it to you you should think if you talk total non-sense or being really wrong with your opinion...

 

 

i'm not the author of either of those mods to understand why 2 out of 3 of those break with the updated skse, it wasn't until their latest updates those 2 mods could even work side-by-side without issues, all i can say is the game started giving frequent random crashes for no apparent reason after i installed the latest updates of this mod with the latest racemenu and the latest script extender, according to the crash logs those 2 mods were side-by-side as having some issues with it, at this point i don't have those logs anymore, without knowing who to contact for support on the matter i downgraded back to the older skse version and got things stable again

 

 

to herass me about why those mods "should" work just fine with the new updates does none of us any good, unless you're willing to help those authors to find out why it doesn't,,,,

-That's why i called it drama and talking out his ass

 

 

 

So who does the drama? If you don't wanna update or use SKSE just untick the esp, and make your character without weapon move sliders etc. Don't care, but don't expect me to support multiple versions.

This would have been something i could use, when i asked what version do you have that will work with the older skse

you'll notice taking a look at the racemenu page on the downloads section, each of those files lists the version number And the skse version required to run it

for the time being i'm done messing around with bug-testing updates, i've been going thru it long enough i'd like a break from it for while to get some game-play going and i'll try again in 6 months or so

for the time-being i'm just asking what does it take to make the skeleton work with the older script extender so things get back to normal again - just disable the included esp and your newest version works fine then?

 

 

 

on a separate note i almost forgot to ask if "giants" cause the game to crash would be skeleton related that you know of - more specifically, the scene involving the companion's guild attacking the giant outside of whiterun, no other giants so far have had the issue, i'd experienced it for some time and never thought of the skeleton causing it until 1 day i was setting up mods on friends pc, kept having same issue, cleared out all mods, still there, finally nuked the meshes folder and gave him the skeleton marked as compatible, sudenly the problem's solved

 

 

The author of DAYMOL didn't feel as you do as when i said on his nexus page that i was having issues and i'd upgraded SKSE so was this a potential cause he flatly denied that any change in SKSE would affect his mod

 

 

SKSE 1.7.2 works perfectly fine as expected. Again the only thing that can make DA unactivable are these 3 requirements: Game version, SKSE and SkyUI. posted @ 15:12, 17 May 2015 by BralorMarr

 

 

I have SKSE 1.7.2 and PH + Blabla PH patch works fine with it

 

SD+ runs (as in mod shows in MCM etc) but as i'm having issues with DAYMOL i can't trigger it to test

 

This is tested on a save that is now at lvl 76, i'm feeling a new game will likely fix the issue but as i'm playing a dude on this playthrough i can live without the player slavery

 

Suggest you check your installation and try a new game if you haven't been, also apologising to all the peeps you've been arguing with might be a good idea

 

 

it showed for me as well in mcm, but maybe daymoyl is what's wrong with it for both of us, i was testing that on a new game, maybe you're staying stable with out ctd becuz you didn't start the mods on a new game, either way its not working for you either if daymoyl isn't working

somebody else here said they had ph working on it as well, so by itself ph might be fine as ph was fine without daymoyl and sd last summer, the 3 mods went thru some updates and those issues went away on skse 1.7.1

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