Amiiboae Posted May 14, 2014 Posted May 14, 2014 Â How come I crash when using 10.24 up to v14? Just crashes as soon as i see or choose female khajiit. Â This is not usable on v14 yet. I can imagine it causing some issues on some computers as the tail spazzes around and collides with things. Â thought I figured out the issue but i dident, so I'm re-building it from nothing. Â Â Note: Â I noticed TWIST and CONE are swapped. Â Yeah I fixed it because I didn't follow clear directions XD. But that spazzing thing always happens no matter what version I use. I've used 10.24 11.11 and v14
Trystanwolf Posted May 15, 2014 Posted May 15, 2014 How come I crash when using 10.24 up to v14? Just crashes as soon as i see or choose female khajiit. Â Â You might have a problem with your beast skeleton. Make sure it has the properly named bones. If the bones in the xml aren't named the same as the skeleton it might crash. I had a problem like that and it turns out I didn't replace the vanilla skeleton with the proper modified one, I only replaced the non-beast skeleton.
b00marrows Posted May 15, 2014 Author Posted May 15, 2014 Yeah, at some point I think Groovtama removed a bone i was using. this could causing issues. but all skeletons can be diffirent... Â Â For advanced users: If you want to open up the XML in JFF and edit the first Node to whatever shows up where the tail joins the skeleton. (before tail bone 1)Â
Groovtama Posted May 15, 2014 Posted May 15, 2014 "CME TailPos Pelvis" should not be used for HDT stuff because it's an XPMSE exclusive bone for ECE node moving, If you need a Pre bone for the tail I will add one in the next release but "CME" named bones are allways a bad thing to make something work. Â What I originally wanted to ask do you need a higher resolution of the HDT tailbones, should I double (increase them to 8 nodes) or quadruple (increase them to 16 nodes) them?
b00marrows Posted May 15, 2014 Author Posted May 15, 2014 "CME TailPos Pelvis" should not be used for HDT stuff because it's an XPMSE exclusive bone for ECE node moving, If you need a Pre bone for the tail I will add one in the next release but "CME" named bones are allways a bad thing to make something work. Â What I originally wanted to ask do you need a higher resolution of the HDT tailbones, should I double (increase them to 8 nodes) or quadruple (increase them to 16 nodes) them? Â Oh poop, I just went with the parent bone. i didn't think anything of it... a HDT Pelvis would be good thanks! Â Â Sorry i don't know enough to fully understand you. do you mean to add more bones? im not sure how i would use them. I would need a custom tail, rigged to use all of the bones right? Â if not, how would i set it up?
Groovtama Posted May 15, 2014 Posted May 15, 2014 I divide the distance of the old bones by two/four and add one/three extra nodes between, so distance of existent bones is still the same but there are more bones for usage. People can make a mesh rigged with more bones which is not so stiff like the beth one but old meshes would still work. Â Updating the xml to the new tail bones to get a better effect depending on what you want to do is just analog to the making of the old one, just with more bones. Old xmls should still work, too. Â Question now dividing by 2 or 4?
b00marrows Posted May 15, 2014 Author Posted May 15, 2014 I divide the distance of the old bones by two/four and add one/three extra nodes between, so distance of existent bones is still the same but there are more bones for usage. People can make a mesh rigged with more bones which is not so stiff like the beth one but old meshes would still work. Â Updating the xml to the new tail bones to get a better effect depending on what you want to do is just analog to the making of the old one, just with more bones. Old xmls should still work, too. Â Question now dividing by 2 or 4? Â Oh wow i can imagine that looking amazing especialy when curling around or colliding with things... Â Go for 4, best quality! Â I just hope someone could rig a mesh up for me as i doubt i could do it myself...
FoxDoji Posted May 23, 2014 Posted May 23, 2014 i bet i missed something, but as of right now the tail only goes 2 ways, it turns into a stick or it floats around like a feather and then if you move does that weird still connected but dose not follow you as fast as you move... ;/ i am still new to this type of mod not really sure what to do now tho.
b00marrows Posted May 23, 2014 Author Posted May 23, 2014 i bet i missed something, but as of right now the tail only goes 2 ways, it turns into a stick or it floats around like a feather and then if you move does that weird still connected but dose not follow you as fast as you move... ;/ i am still new to this type of mod not really sure what to do now tho.  Yeah everything is outdated right now, wait until i make another release... sometime in the future?  EDIT: right now im waiting on this skeleton update from groovtama, once thats done im going to have a go at rigging the bones to the tails myself If I don't succeed at that that i will have to wait for someone to do that for me.... im not a modder  But everything is on hold right now... oh god i realised im going to be messing around with 16 bones... oh man....
Groovtama Posted May 23, 2014 Posted May 23, 2014 I gave you a longer tail it's 20 bones^^ because of the nine tails tail pciture above^^
b00marrows Posted May 24, 2014 Author Posted May 24, 2014 so there will be 16 bones at the normal length and an extra 4 for longer tails? WOW...
b00marrows Posted June 1, 2014 Author Posted June 1, 2014 Ahaha been playing about with the new bones. Â Once i got the bones all tame and set up right the tail seems to actually be responding to what i do, i have noticed some issues (might be bones, not 100% sure yet.) mostly the "TailBone5" seems to be ignoring movement limits, but it could be me doing something wrong. Â Ill probably do another minor release tonight or tomurrow. Â EDIT: scratch that. Â everything looked fine until I moved... im having issues with spazzy unstable movement only when moving the character... no idea what's wrong. Â Also The Forest came out...
b00marrows Posted June 3, 2014 Author Posted June 3, 2014 Well thinsg have only gotten worse over the last 2 day's. Â For some reason I'm having an issue where the tail will move no matter what, i have only rigged it together in an .xml and it's moving about. I have not added any possible movement to the .xml yet and it proceeds to flop around like a fish out of water, while it should be acting like a stick. Â With no-one being able to answer me in LL chat I'm completely stuck, i don't see this going anywhere as i still dont undertsand what i am doing and no-one seem's to know what the fuck is wrong.
astor Posted June 8, 2014 Posted June 8, 2014 Well thinsg have only gotten worse over the last 2 day's. Â For some reason I'm having an issue where the tail will move no matter what, i have only rigged it together in an .xml and it's moving about. I have not added any possible movement to the .xml yet and it proceeds to flop around like a fish out of water, while it should be acting like a stick. Â With no-one being able to answer me in LL chat I'm completely stuck, i don't see this going anywhere as i still dont undertsand what i am doing and no-one seem's to know what the fuck is wrong. Â when i have mod problems that i just can't figure out, i just throw everything out and start from scratch. Â I'm not a modder by any stretch, (took me three days of various folders and esp files just to figure out how to replace the skin textures of the Eiries Ohmes-Raht race), but i do find that method to be helpful.
Agumon286 Posted June 11, 2014 Posted June 11, 2014 I'm sorry that I cannot give you any help with the mod, but I am definitely looking forward to any advances you make. You've come this far, so I have faith that you'll get past whatever issues you face.
b00marrows Posted June 11, 2014 Author Posted June 11, 2014 Â when i have mod problems that i just can't figure out, i just throw everything out and start from scratch. Â I'm not a modder by any stretch, (took me three days of various folders and esp files just to figure out how to replace the skin textures of the Eiries Ohmes-Raht race), but i do find that method to be helpful. Â Â That's EXACTLY what i did to end up with the issue i have now. Â I had issues so i just deleted everything and restarted, re-rigged the bones to the XML and it started moving. No idea why or how, no movement should be possible yet but its moving. Â It should be a solid stick but its flapping like a flag in the high wind... Â Â I'm sorry that I cannot give you any help with the mod, but I am definitely looking forward to any advances you make. You've come this far, so I have faith that you'll get past whatever issues you face. Â Haha, thank for the motiational post. Â I'm not abandoning anything yet, im just taking a step back. Â knowing my brain ill probably have some random idea of what the issue might be at some random time in the future... time is key here...
Kalatorni Posted June 11, 2014 Posted June 11, 2014 Stupid question, but have you tried to eliminate any possible external conflicts that might cause mysterious behaviour? Also, I wonder if you could make a step-by-step post, writing down the process so it would be easier for people to spot if something looks out of place. My 2 cents.Thirdly, looking forward to your eventual success
b00marrows Posted June 11, 2014 Author Posted June 11, 2014 Stupid question, but have you tried to eliminate any possible external conflicts that might cause mysterious behaviour? Also, I wonder if you could make a step-by-step post, writing down the process so it would be easier for people to spot if something looks out of place. My 2 cents.  Thirdly, looking forward to your eventual success  Well the only things that changed was groovtamas skeleton, and I doubt that is the issue.  I'm thinking of going back and redoing everything again... I had a thought that maybe I used an old archived set of files... i don't know...
boo Posted June 13, 2014 Posted June 13, 2014 The HDT dragon tail now includes khajiit and argonian tails, but they are a bit off from vanilla in terms of positioning (and do not replace the vanilla tails). But they might provide a good place to start? Please?
b00marrows Posted June 16, 2014 Author Posted June 16, 2014 The HDT dragon tail now includes khajiit and argonian tails, but they are a bit off from vanilla in terms of positioning (and do not replace the vanilla tails). But they might provide a good place to start? Please?  From the looks of it there doing a better job than i am, go ask them.  Looks like this thread's closed.
boo Posted June 16, 2014 Posted June 16, 2014 Since you might know, I'm trying to get them to work in tandem with the original tail animation - how the heck do I do that.
Amiiboae Posted June 16, 2014 Posted June 16, 2014  The HDT dragon tail now includes khajiit and argonian tails, but they are a bit off from vanilla in terms of positioning (and do not replace the vanilla tails). But they might provide a good place to start? Please?  From the looks of it there doing a better job than i am, go ask them.  Looks like this thread's closed.  Are these the words of someone who just quit?
b00marrows Posted June 16, 2014 Author Posted June 16, 2014 Since you might know, I'm trying to get them to work in tandem with the original tail animation - how the heck do I do that. I wouldn't bother, the "animations" are not only terrible but could be one the of the issues i had ... everything was fine until I re-added them. Â Â Â Are these the words of someone who just quit? possibly yes. Â If someone has already done what i set out to do im fine with that, i might come back at some point and give it another go. Considering failing to do this so much made me stop playing skyrim...im unsure...
Kalatorni Posted June 16, 2014 Posted June 16, 2014 Well, as far as I know you were the first to tinker with this aspect :I so take credit on that. I'm sure there are things you two modders thought differently, ie. there would be more to gain (for example those extra set of bones Groovtama was willing to provide). It's understandable if you wanna take a break, though.
Groovtama Posted June 16, 2014 Posted June 16, 2014 Because this is on hold I deleted the bones from the 2.0 alpha, because they produce quiet much size in the skeleton if you need them I have them on backup.
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