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


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Posted

 

Sorry if this has been asked before and its no big deal really but whenever my char reverts back to human form from either werewolf or VL , the weapon anims chosen at racemenu reset to 0 . Is this normal or i've botched my installation somewhere?

I removed code in earlier versions to make the script less lag depended, which was responsible for reconstructing the FNIS data because I hoped the FNIS data is as persistent as NiO data, sadly it is not that is why I am adding back the the code in 2.8, it is already in my current build.

 

Thank you! I guess i ll just stop changing it back via console than, till 2.8 is released.

 

Posted

Groovtama, if this has mentioned elsewhere, my apologies, but I'm using the latest Racemenu, 3.2.2 to be exact and your 2.75 skeletom and I'm getting these errors in my papyrus logs:

 

stack:
[None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ?
[None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?
[05/25/2015 - 03:03:33PM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type
 
and 
 
stack:
[None].ProperWeaponScaleEffect.RegisterForUpdate() - "<native>" Line ?
[None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line 206
[None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?
[05/25/2015 - 03:03:33PM] Error: Unable to call RegisterForUpdate - no native object bound to the script object, or object is of incorrect type
 
Maybe you could help me find out what I did wrong?
 
Posted

 

Groovtama, if this has mentioned elsewhere, my apologies, but I'm using the latest Racemenu, 3.2.2 to be exact and your 2.75 skeletom and I'm getting these errors in my papyrus logs:

 

stack:
[None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ?
[None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?
[05/25/2015 - 03:03:33PM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type
 
and 
 
stack:
[None].ProperWeaponScaleEffect.RegisterForUpdate() - "<native>" Line ?
[None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line 206
[None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?
[05/25/2015 - 03:03:33PM] Error: Unable to call RegisterForUpdate - no native object bound to the script object, or object is of incorrect type
 
Maybe you could help me find out what I did wrong?

 

First one racecondition, between skyrim calling detach and invalidating the object, probably not fixable

 

Second one the following of the racecondition, should be fixable and fixed in 2.8

Posted

I'm having some inexplicable crashes, they happen rarely, usually when I've bene playing a couple of hours, then they always happen as I'm equipping something, they've happened when equipping a scroll, a shield, a sword and latest a crossbow. Could it be animaiton related to custom equip animations or just good old Skyrim flaking out? Since they happen so rarely it's very easy to ignore.

Posted

 

First one racecondition, between skyrim calling detach and invalidating the object, probably not fixable

 

Second one the following of the racecondition, should be fixable and fixed in 2.8

 

Looking forward to the fixes. Am currently with a new playthrough, using the skeleton in Custom Races, and Racemenu 3.2.2.

Posted

Does this mod in anyway effect nude body? My char nude pregnant body show no belly node (during pregnancy), only my Armour does, the armors i run in bodyscale with pregnant scaling body.

Posted

Does this mod in anyway effect nude body? My char nude pregnant body show no belly node (during pregnancy), only my Armour does, the armors i run in bodyscale with pregnant scaling body.

 

This skeleton supports that belly node. Assuming you're using the 2.xx series skeleton, my GUESS is that something else overwrote your body.

Posted

great mod overall, but with latest release I got strange bug with character hands when using custom race.

http://i.imgur.com/1ssLPAM.jpg

it only affect hands, body is fine. also it only affect custom races ( for a test tryed succubus, and temptess races atm) the usual races is fine.

there was't such thing at previous versions, I never had issues with updating custom race skeletons with this one, until 2.75 -_-'' can some1 give me advice what can cause this?

Posted

great mod overall, but with latest release I got strange bug with character hands when using custom race.

http://i.imgur.com/1ssLPAM.jpg

it only affect hands, body is fine. also it only affect custom races ( for a test tryed succubus, and temptess races atm) the usual races is fine.

there was't such thing at previous versions, I never had issues with updating custom race skeletons with this one, until 2.75 -_-'' can some1 give me advice what can cause this?

not really sure what im seeing there, whether its over-sized hands or an issue with an anim being used there

i'm using the original succubus race without issues with these skeleton files installed on the latest skse, but i'm Not using the racemenu plugins, I'm using the latest ece from nexus

if you want to try it get ece here

attaching the older succubus race

Edit: loverslab having issues with upoading files right now, i'll try another time, version is 1.2.2

Posted

it just oversized. animations works fine, fingers move etc...

well, I used ECE before, then switched to RaceMenu and all was ok.. I mean, the only change in my configuration I did was update skeleton and this hands issue appear. atm updated cbbe body and bodyslide, updated fnis and rebuild patch, even updated skse to 1.7.3 and now the issue is not only on custom race but on all races instead lol.. >_<

Posted

great mod overall, but with latest release I got strange bug with character hands when using custom race.

http://i.imgur.com/1ssLPAM.jpg

it only affect hands, body is fine. also it only affect custom races ( for a test tryed succubus, and temptess races atm) the usual races is fine.

there was't such thing at previous versions, I never had issues with updating custom race skeletons with this one, until 2.75 -_-'' can some1 give me advice what can cause this?

http://www.loverslab.com/topic/37848-squishedcrachedshortfat-fingers-solved/?hl=fingers

 

I do not care about your broken animations, complain to the author of the animations, that he\she uses a proper skeleton next time.

Posted

So I'm having this problem where if I change my sword style to anything on the back, I can't draw my weapons at all. My character just stances up like she's holding a sword but just has an empty hand with the sword on the back and then can't swing either. I tried looking through some of the pages here but I couldn't find an answer. I thought it might be related to FNIS but I've checked that I do have the latest versions of everything so I'm at a wall.

 

The one time I sort of got the animation to work was when I accidentally clicked the xp32's New Animations for 1H Weapon but since I also don't have it installed it gave me an FNIS error and I get put into mannequin mode when my character isn't moving. Any idea what's up or am I just dumb?

 

Actually, now that I've checked it again, this happens with any weapon position that isn't the default 0. =/

Posted

So I'm having this problem where if I change my sword style to anything on the back, I can't draw my weapons at all. My character just stances up like she's holding a sword but just has an empty hand with the sword on the back and then can't swing either. I tried looking through some of the pages here but I couldn't find an answer. I thought it might be related to FNIS but I've checked that I do have the latest versions of everything so I'm at a wall.

 

The one time I sort of got the animation to work was when I accidentally clicked the xp32's New Animations for 1H Weapon but since I also don't have it installed it gave me an FNIS error and I get put into mannequin mode when my character isn't moving. Any idea what's up or am I just dumb?

12. Conflict (XP32 Animation Pack) : Equip\Unequip animation don't change

XP32 Animation Pack has a conflicting file with FNIS (weaponequip.hkx), install FNIS after the Animation Pack, fore is working on a solution.

 

Posted

 

So I'm having this problem where if I change my sword style to anything on the back, I can't draw my weapons at all. My character just stances up like she's holding a sword but just has an empty hand with the sword on the back and then can't swing either. I tried looking through some of the pages here but I couldn't find an answer. I thought it might be related to FNIS but I've checked that I do have the latest versions of everything so I'm at a wall.

 

The one time I sort of got the animation to work was when I accidentally clicked the xp32's New Animations for 1H Weapon but since I also don't have it installed it gave me an FNIS error and I get put into mannequin mode when my character isn't moving. Any idea what's up or am I just dumb?

12. Conflict (XP32 Animation Pack) : Equip\Unequip animation don't change

XP32 Animation Pack has a conflicting file with FNIS (weaponequip.hkx), install FNIS after the Animation Pack, fore is working on a solution.

 

 

OK, so I am just dumb. What a curious bug though.

Posted

Wait no, I'm not dumb. I just redid the installation and installed FNIS second but it didn't do anything. Also, I don't actually have the XP32 Animation Pack installed.

Posted

Firstly - Many apologies for being too lazy to look through back posts to see if this has been explained. After installing the 2.7x releases I've been getting, (didn't happen for 2.63 and lower) :-

 

 

XPTest.png

 

 

 

(Ignore the TDF Player Dance added - as that's just when my stubby fingers manged to hit the Scrnprnt key).

 

Anyway, I don't think it's a problem as such, as everything seems to work just fine after that on many hours of play. I was just wondering why it gives those messages with 'Actor:Prisoner'(*), after I've already created the character with a non default name and I'm really just waiting for various MCM's to initialize before continuing. (My subisition is that it's race menu related and the message is just lagging from pre character build creation, but I'd like a confirmation if that's true).

 

(*) Eventually sometimes it does say the skeleton is ok for the actual character name - same build. (But I understand that messages do sometimes not get displayed so probably not helpful).

Posted

Firstly - Many apologies for being too lazy to look through back posts to see if this has been explained. After installing the 2.7x releases I've been getting, (didn't happen for 2.63 and lower) :-

 

 

XPTest.png

 

 

 

(Ignore the TDF Player Dance added - as that's just when my stubby fingers manged to hit the Scrnprnt key).

 

Anyway, I don't think it's a problem as such, as everything seems to work just fine after that on many hours of play. I was just wondering why it gives those messages with 'Actor:Prisoner'(*), after I've already created the character with a non default name and I'm really just waiting for various MCM's to initialize before continuing. (My subisition is that it's race menu related and the message is just lagging from pre character build creation, but I'd like a confirmation if that's true).

 

(*) Eventually sometimes it does say the skeleton is ok for the actual character name - same build. (But I understand that messages do sometimes not get displayed so probably not helpful).

Every time when you load the sliders means also when you switch the race the skeleton gets checked, and if that message come any time, that character is not using an XPMSE skeleton and the extra sliders are disabled.

With the latest releases there is a way to make NPCs to use Swords at Back?

Ty in advance

(All) sliders in your players racemenu for all npcs that are not modified single or single over EFF4 with the Tattoo option.

Posted

 

 

 

Firstly - Many apologies for being too lazy to look through back posts to see if this has been explained. After installing the 2.7x releases I've been getting, (didn't happen for 2.63 and lower) :-

 

 

XPTest.png

 

 

 

(Ignore the TDF Player Dance added - as that's just when my stubby fingers manged to hit the Scrnprnt key).

 

Anyway, I don't think it's a problem as such, as everything seems to work just fine after that on many hours of play. I was just wondering why it gives those messages with 'Actor:Prisoner'(*), after I've already created the character with a non default name and I'm really just waiting for various MCM's to initialize before continuing. (My subisition is that it's race menu related and the message is just lagging from pre character build creation, but I'd like a confirmation if that's true).

 

(*) Eventually sometimes it does say the skeleton is ok for the actual character name - same build. (But I understand that messages do sometimes not get displayed so probably not helpful).

Every time when you load the sliders means also when you switch the race the skeleton gets checked, and if that message come any time, that character is not using an XPMSE skeleton and the extra sliders are disabled.


With the latest releases there is a way to make NPCs to use Swords at Back?

Ty in advance

(All) sliders in your players racemenu for all npcs that are not modified single or single over EFF4 with the Tattoo option.

 

 

 

 

 

Ta I knew there was a sensible answer.

 

Posted

 

With the latest releases there is a way to make NPCs to use Swords at Back?

Ty in advance

 

(All) sliders in your players racemenu for all npcs that are not modified single or single over EFF4 with the Tattoo option.

 

Ohhhh there are new sliders called (All) that changes the NPCs! That's just awesome =3

Thanks alot!

Posted

I'm having a issue, weapons are floating on NPCs. Not sure why, I've never had this problem before. I reinstalled skyrim/ all mods and now I'm having this issue.

Posted

I'm having a issue, weapons are floating on NPCs. Not sure why, I've never had this problem before. I reinstalled skyrim/ all mods and now I'm having this issue.

.. Picture(s)? 

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