zukane2 Posted October 4, 2015 Posted October 4, 2015 I've been testing and testing on how to make the animation work. It has been so many hours that I kept on testing but still no luck. I know I have done something wrong but I just couldn't find it. Can anyone help me? -From Generate FNIS for Users- "Skeleton(hkx) female: Default (99 bones) male: Default (99 bones) Patch: "SKELETON Arm Fix" Reading FNISBase V5.5 ... Reading FNISCreatureVersion V5.3 ... All Anim Lists scanned. Generating Behavior Files ... Create Creature Behaviors ... 47 animations for 2 mods successfully included (character) 1 Warning(s)." -Using Mod Organizer- Edit: Will post papyrus debug log when I get back to my computer.
Guest toymachine Posted October 4, 2015 Posted October 4, 2015 You can untick xp32 maximum skeleton as it's redundant since you are using xpmse. Wouldn't sexlab framework v160 hotfix2 full go below sexlab? I don't use SL, but I know patches should always go below the main file unless it's a new version containing the bug fixes from previous patch. And I would always put the xp32 maximum skeleton extended below any and all animation mods so it never gets overwritten. In fact, I would keep any skeleton mods near the bottom of the load list. As far as that, I don't know what other advice I can give.
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