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[solved]PC sunk on ground


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Posted (edited)
10 hours ago, Justinof said:

...i give up.

 

Cast "LL Debug Self" when the problem is present on your player character. See if it fixes the issue, then check the Papyrus log for entries containing "[LLDebugMgef]". "node" will show the node names that were cleared, and "key" is the mod key you can use to search your pex files if it's not immediately obvious which mod it came from.

 

Edit: You can also cast "LL Debug Other" if you want to attempt the same on an NPC.

 

If this did not fix the problem then check the Papyrus log for potential errors related to LLDebugMgef.(pex|psc).

 

Edit again: Download removed.

 

Edited by traison
Posted

I have casted the spell (self) and a message said  something about 54 found and 1 skipped, but nothing changed for my character.

In the Papyrus log there is not trace of LLDebugMgef.

Papyrus.0.log.7z

Posted

The debug tracing was disabled indeed...

The spell did not fixed the issue, but i have these lines in the log concerning LLDebugMgef:

 

[08/17/2026 - 09:36:08PM] [LLDebugMgef] Removed transform translate -> firstPerson:TRUE, isFemale:TRUE, node:CME Camera1st [Cam1], key:RMX_Head
[08/17/2026 - 09:36:08PM] [LLDebugMgef] Done. numTotal:51, numSkipped:1
[08/17/2026 - 09:36:08PM] [LLDebugMgef] Removed transform translate -> firstPerson:False, isFemale:TRUE, node:CME Camera1st [Cam1], key:RMX_Head
[08/17/2026 - 09:36:08PM] [LLDebugMgef] Done. numTotal:54, numSkipped:1

 

no error messages about it though

 

The node CME Camera1st [Cam1] is present in 2 scripts:

RaceMenuPluginXPMSE.pex

RaceMenuPluginCamera.pex

 

The key RMX_Head is present only in the first:

RaceMenuPluginXPMSE.pex

 

As you have already guessed, these scripts are in the mod XP32 Maximum Skeleton Special Extended.

What now?

 

 

 

 

Posted

Still no fixed levelling whit the spell.

In Papyrus log:

 

[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:TRUE, isFemale:TRUE, node:CME Camera1st [Cam1], key:RMX_Head
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:TRUE, isFemale:TRUE, node:CME Camera3rd [Cam3], key:RMX_Head
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:TRUE, isFemale:TRUE, node:CME Neck [Neck], key:RMXPlugin
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Done. numTotal:51, numSkipped:44
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:False, isFemale:TRUE, node:CME Camera1st [Cam1], key:RMX_Head
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:False, isFemale:TRUE, node:CME Camera3rd [Cam3], key:RMX_Head
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Removed transform translate -> firstPerson:False, isFemale:TRUE, node:CME Neck [Neck], key:RMXPlugin
[08/18/2026 - 12:36:28PM] [LLDebugMgef] Done. numTotal:54, numSkipped:44

 

Still no error messages. 

There is a new entry here: the node CME Neck [Neck] is inside the script dse_dm_ActiPlaceableBase.pex that is in the mod Display Model SE (DM3).

Everything others nodes/keys are inside scripts from XPMSE.

 

 

Posted (edited)

The numbers are still off. It shouldn't be possible for there to be 51 total, 44 skipped and only 3 removed: where's the remaining 4; or at least I would have assumed this wouldn't be possible. This suggests to me there's transforms applied through NiOverride that have no mod key.

 

The only thing I can think of anymore is to open RaceMenu when your character's feet are in the floor and save a preset. That resulting jslot file will contain (what I assume to be) all transforms currently applied to your character. Jslot files can be opened in Notepad; they're human-readable: look for the transforms array.

 

Otherwise I'm out of ideas and would have to see this problem for myself to figure it out. TeamViewer or RustDesk. Make sure you fully understand what that means before you agree to anything. Read the warning at the top of the RustDesk webpage at the very least. PM me if this sounds reasonable.

Edited by traison
Posted (edited)

I have found a highly suspect key: ddCrawl

This key is inside ddCaptiveDefeat.pex, and guess what? This script is part of the Captive Player mod that i have mentioned before.

I wasn't wrong about the damn culprit...

Thrisha1.7z scripts.7z

Edited by Justinof
Posted

Gotcha!! Once i have made the corrections (zeroed) to the key in the preset and loaded it, my lovely char is again at ground level!

 

Now at least i know how to fix this issue if its ugly head pop up again, but what about the LLdebug? Should i keep it in my load order? And why it wasn't able to correct this particular transform?

ScreenShot11.png

Posted
58 minutes ago, Justinof said:

Should i keep it in my load order?

 

That's for you to decide. It's a simple example mod I've made for LL users that need to run some quick Papyrus code. Useful as a first toy to play around with if you plan to get into Papyrus scripting.

 

59 minutes ago, Justinof said:

And why it wasn't able to correct this particular transform?

 

Don't know.

Posted

I have learned some useful things, thanks again for your help (and your stubbonress to find the solution, hehehe).

  • Justinof changed the title to [solved]PC sunk on ground
Posted
On 8/14/2026 at 8:33 PM, traison said:

 

... but it wont search within packed BSAs. I've made a tool that can do it which is available on request.

It would be very useful in the future, could i get it please?

Posted
42 minutes ago, Justinof said:

It would be very useful in the future, could i get it please?

 

Link sent.

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