TheBottomhoodofSteel Posted April 15 Posted April 15 ZeX - Supermutant Skeletal fixes (V2) View File Description Years ago I made a first version of this mod that attempted to fix the issue of Supermutants not being able to ragdoll completely with Leito's supermutant skeleton for Creature animations. It worked for some people but not consistently for everyone. I was cleaning out old files and found some notes I saved on updating this but it went nowhere and got buried in my backups. I dug it out and figured out the where the issue lied (Explanative spoiler for those who want to read it below) and fixed the issue. So now you can have creature anims and dead supermutants. Spoiler Initially I assumed the issue with the ragdolls not firing was a malformed skeleton HKX. My initial analysis of it was correct in that the Skeleton HKX was malformed and that part was fixed. The applied fix seemed to work for some people in limited testing but it was inconsistent. I had a tip from someone (a long time ago) to check the Penis/Testicle bones since the Testicle bones were in the same position as the anchor bone for the penis. While I had fixed the position I noticed that the added bones for the penis were not properly flagged like the Vanilla bones for SuperMutants. Looks like both those issues seemed to be the cause of the problem and now shit works IG. Installation instructions Uninstall any super mutant assets from UAP (including the ESP that disables dismemberment) before installing these. credits enginegaming for testing Submitter TheBottomhoodofSteel Submitted 04/15/26 Category Races/Creatures Requirements 2
Mimirue17 Posted April 16 Posted April 16 If you put this below UAP in the left pane of MO2 would that work as well (to overwrite UAP where applicable)?
TheBottomhoodofSteel Posted April 16 Author Posted April 16 1 hour ago, Mimirue17 said: If you put this below UAP in the left pane of MO2 would that work as well (to overwrite UAP where applicable)? No, For some reason I have never figured out, the Skeleton likes to wig out when it overrides a skeleton (IDK if it's an issue with MO2/Vortex/NMM). It used to happen a ton with ZeX.
riot_punch Posted April 16 Posted April 16 I've been having this issue, ragdoll works fine but dismemberment works for a second then this happens. Spoiler any idea why this is happening and how to fix it?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now