Gudulba Posted July 3 Posted July 3 I have given Pama´s Interactive Beatup Module another try after quite some time. As I remember it from the past, the hireling would whip the victim hanging on the pole, and the victim would swing back and forth a bit on hit, nothing else. Now as I have added lots and lots of mods in the meantime (also animation or physics related mods), I see this new behaviour: when the hireling hits the victim hanging below the pole, the victim reacts by twitching, pulling down the arms and sometimes completely distorting the body, leaving even a gap between the hands and the rope (see screnshots in spoiler section). According to Pama, this seems to be caused not by his mod, but by interference from another mod. Which I think is probable, as I remember the behvaviour to be different in the past. The big question is now: is there a way to find out which mod could be interfering with this beating/hanging animation? Spoiler
Gudulba Posted July 3 Author Posted July 3 Thank you for your reply. I indeed use Precision. Will look into it.
Gudulba Posted July 7 Author Posted July 7 (edited) Disabling Precision got rid of the twitching body. Now to find out how to exclude this specific weapon from Precision features... However, the "pulling down arms" issue is still there. Ideas for potential culprits are welcome 🙂 Edited July 7 by Gudulba
traison Posted July 7 Posted July 7 34 minutes ago, Gudulba said: Ideas for potential culprits are welcome 🙂 For that I would start by building behaviour files in FNIS (assuming this specific hanging animation supports it). If it's still not working then I would assume you missed this detail on your first run, and that the problem always was in the animation itself. The animation may need its root moved upwards at the same rate the hands move down; hkxPoser may be able to do that, if you don't want to get into Blender/3DSM.
Gudulba Posted Friday at 10:21 AM Author Posted Friday at 10:21 AM On 7/7/2026 at 11:25 AM, traison said: For that I would start by building behaviour files in FNIS (assuming this specific hanging animation supports it). If it's still not working then I would assume you missed this detail on your first run, and that the problem always was in the animation itself. The animation may need its root moved upwards at the same rate the hands move down; hkxPoser may be able to do that, if you don't want to get into Blender/3DSM. I very well may have missed this animation issue on the first run. I have tried to load the animation files into Blender 5 LTS, but have run into problems: - I have successfully converted the animation files from SE to LE format with Composite HKX Conversion GUI (as no Blender plugin seems to support importing SE animation files, at least none that I have found) - I have installed Blender Animation Rigs into Blender 5 LTS. The plugin shows up in Blender and I have configured the necessary directory paths in the plugin. However, I cannot import the converted animation files. I always get the error: No skeleton detected in animation file Is there something I am missing or doing wrong?
traison Posted Friday at 10:33 AM Posted Friday at 10:33 AM 8 minutes ago, Gudulba said: However, I cannot import the converted animation files. I always get the error: No skeleton detected in animation file Is there something I am missing or doing wrong? I have not managed to get animations into Blender either. Always run into errors like node count mismatches and such. When importing meshes there's a separate box where you need to put the path to the xpmse (or another compatible) skeleton. Make sure there isn't something similar in these plugins you're using. You may also want to check for plugin settings in Blender and in external files.
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