DevilDoom Posted July 29, 2022 Posted July 29, 2022 On 7/24/2022 at 10:07 PM, Deimos said: Minor Update I did some comparisons with the net immerse and Ni overrides from pre AE and AE, and as far as I can tell it should work, which led me to look into the acutal coding of the Morph script and compared it to the Net Immerse call for the SetNodeScale Function, as far as I can tell the SetNodeScales's were all incorrect on the change process but correct on the revert process, an example SetNodeScale(akActor, NINODE_RIGHT_Foot, 1.0) (the call for resetting /healing) SetNodeScale(akActor,NINODE_RIGHT_Foot, 0.01) (the call for the morph/ amputation) You reckon the space after "akActor,*" could be causing an issue for AE version? I kinda doubt such difference would cause an issue.. As for the digit, I believe the author has been testing out different digits but said that one would make the amputation look best. It should never be 0, or it either disappears, or it goes inwards (can't recall which one), therefore, the "closest" to 0 would be something like 0.01. Going lower would not register and would count towards 0.
Deimos Posted July 29, 2022 Posted July 29, 2022 7 hours ago, DevilDoom said: You reckon the space after "akActor,*" could be causing an issue for AE version? I kinda doubt such difference would cause an issue.. As for the digit, I believe the author has been testing out different digits but said that one would make the amputation look best. It should never be 0, or it either disappears, or it goes inwards (can't recall which one), therefore, the "closest" to 0 would be something like 0.01. Going lower would not register and would count towards 0. It is possible, since the AE version uses an updated version of both Skse (NetImmerse.psc) and Racemenu (NIOveride.psc) and could require an exact match for spacing, only other idea could be an issue with FSMP and 3ba/3bbb. 1
DevilDoom Posted July 30, 2022 Posted July 30, 2022 14 hours ago, Deimos said: It is possible, since the AE version uses an updated version of both Skse (NetImmerse.psc) and Racemenu (NIOveride.psc) and could require an exact match for spacing, only other idea could be an issue with FSMP and 3ba/3bbb. True, there's been issues with FSMP and 3BBB bodies before..
numen13 Posted July 30, 2022 Posted July 30, 2022 (edited) I did some testing: My setup: Most recent Skyrim AE with Amputator 1.6 from Monoman. Amputator + FNIS XXL + SLIF = No Animation, No Node scaling Amputator + FNIS + SLIF = No Node scaling Amputator + Nemesis + SLIF = No Node scaling Amputator + FNIS = Everything works fine Amputator + Nemesis = Everything works fine It looks like Amp conflicts with SLIF on AE. I could modify the script to ignore SLIF but i don't know enough about SLIF to fix the integration. I don't even know why we would want Amp to interact to SLIF. Maybe @Monoman1 knows Edit: Here is the updated script which just ignores SLIF. It is based on the 1.6 version of Monoman from this post: I don't know if this works with other versions but i am highly sceptical about it. Amputator 1.6 SLIF ignore.zip Edited July 30, 2022 by numen13 Add File 7
Monoman1 Posted July 30, 2022 Posted July 30, 2022 14 minutes ago, numen13 said: I don't even know why we would want Amp to interact to SLIF. Don't remember 100% but but IIRC amp framework works by shrinking nodes - hands, arms, legs etc. So to avoid conflicts with SLIF (which also scales nodes ofc) I'd imagine changes to nods are run through SLIF if SLIF is installed. 1
DevilDoom Posted July 30, 2022 Posted July 30, 2022 2 hours ago, Monoman1 said: Don't remember 100% but but IIRC amp framework works by shrinking nodes - hands, arms, legs etc. So to avoid conflicts with SLIF (which also scales nodes ofc) I'd imagine changes to nods are run through SLIF if SLIF is installed. That does make sense.. to prevent any conflicts, that is. And the conclusion of it would be for AE users to either use the amputator without SLIF or.. ? I ain't even sure SE SLIF works as it should for AE.
Deimos Posted July 30, 2022 Posted July 30, 2022 7 hours ago, numen13 said: I did some testing: My setup: Most recent Skyrim AE with Amputator 1.6 from Monoman. Amputator + FNIS XXL + SLIF = No Animation, No Node scaling Amputator + FNIS + SLIF = No Node scaling Amputator + Nemesis + SLIF = No Node scaling Amputator + FNIS = Everything works fine Amputator + Nemesis = Everything works fine It looks like Amp conflicts with SLIF on AE. I could modify the script to ignore SLIF but i don't know enough about SLIF to fix the integration. I don't even know why we would want Amp to interact to SLIF. Maybe @Monoman1 knows Edit: Here is the updated script which just ignores SLIF. It is based on the 1.6 version of Monoman from this post: I don't know if this works with other versions but i am highly sceptical about it. Amputator 1.6 SLIF ignore.zip 1.89 kB · 2 downloads This fixed it, though just to be on the safe side I did do the SSE fixes Racemenu fix (Memory manager and scaleform allocator to false just to be on the safe side)
Rekuna Posted August 9, 2022 Posted August 9, 2022 Are there any popular mods that utilize this mod? I know there is Wartimes, but that only seems to affect the mother (so far)
Dojo_dude Posted August 9, 2022 Posted August 9, 2022 3 hours ago, Rekuna said: Are there any popular mods that utilize this mod? I know there is Wartimes, but that only seems to affect the mother (so far) SL Survival uses amputation during combat, the mod Meat Farm?? And there was a mod by Delzaron too!
ThatNoseGuy Posted September 12, 2022 Posted September 12, 2022 anyone know any good prosthetic limb/arm mods that can be used with this? or just any decent prosthetic arm mod
FailWhale Posted October 14, 2022 Posted October 14, 2022 I am struggling to get the animations to work on SSE I've tried a couple of the potential fixes in the thread without luck. Also im not using SLIF (yet) My modding skills leave something to be desired, so im wondering if it possibly could be something as simple as load orders? i've ofc run both fnis and nemesis.
Dathanio Posted November 19, 2022 Posted November 19, 2022 Can I please get any ideas about this issue? I've tried all the patches, fixes on previous pages, every combination of load order with no luck. On Skyrim LE, all versions of amp framework (0.7, all tweaked versions from Monoman) work perfectly UNTIL I change body scaling using Racemenu morph sliders. After I change body scaling, any version of the mod successfully shrinks nodes (amputates) but causes a CTD 1 sec later. It must be the mod's morph.pex not playing nice with others. When I replaced morph.pex with a placeholder that didn't shrink anything, there's no CTD (amputated animations work fine, game keeps running, just no visual amputation). If the morph.pex shrinks nodes successfully, there's a CTD seconds later. Anything please?
thomastm Posted November 27, 2022 Posted November 27, 2022 On 8/9/2022 at 10:06 PM, Dojo_dude said: SL Survival uses amputation during combat, the mod Meat Farm?? And there was a mod by Delzaron too! How do I turn off Amputation during combat in SLS?
Dojo_dude Posted November 28, 2022 Posted November 28, 2022 16 hours ago, thomastm said: How do I turn off Amputation during combat in SLS? Uhm.. I dunno, turn the percentage to 0% in MCM? 1
crococat Posted November 28, 2022 Posted November 28, 2022 On 11/19/2022 at 6:07 AM, Dathanio said: Can I please get any ideas about this issue? I've tried all the patches, fixes on previous pages, every combination of load order with no luck. On Skyrim LE, all versions of amp framework (0.7, all tweaked versions from Monoman) work perfectly UNTIL I change body scaling using Racemenu morph sliders. After I change body scaling, any version of the mod successfully shrinks nodes (amputates) but causes a CTD 1 sec later. It must be the mod's morph.pex not playing nice with others. When I replaced morph.pex with a placeholder that didn't shrink anything, there's no CTD (amputated animations work fine, game keeps running, just no visual amputation). If the morph.pex shrinks nodes successfully, there's a CTD seconds later. Anything please? I use tweaked version and always playing with modified scaled body with no problems. I am not moder but solved my problems with this: Check sceleton version or files to not be overwriting. Check amputator files to not be overwriting. Use crushfixes skse plugins. Try to use amputator without other mods exept racemenu and skyui installed on new game. Maybe chech body physics.
AFFFC Posted December 8, 2022 Posted December 8, 2022 On 7/31/2022 at 3:20 AM, DevilDoom said: 这确实是有道理的。防止任何冲突,就是这样。 它的结论是,AE用户要么在没有SLIF的情况下使用截肢器,要么。?我什至不确定 SE SLIF 是否像 AE 一样工作。 But I don't know how can I make my character crawl after using F1. My vision is SE After cutting the legs, my character won't crawl.The only change is her legs disapper. There is a log: Amputator Fnis AltemateAnimations Error
AFFFC Posted December 8, 2022 Posted December 8, 2022 1 minute ago, AFFFC said: But I don't know how can I make my character crawl after using F1. My vision is SE After cutting the legs, my character won't crawl.The only change is her legs disapper. There is a log: Amputator Fnis AltemateAnimations Error And I use Amputator + FNIS XXL + SLIF + Nemesis
DevilDoom Posted December 8, 2022 Posted December 8, 2022 1 hour ago, AFFFC said: And I use Amputator + FNIS XXL + SLIF + Nemesis Personally I'd use either FNIS or Nemesis (tbh, FNIS is still the better option) and not both together. However I doubt that would cause any issues. Just an opinion/suggestion. Have you downloaded/installed the right files?, since there's been many different sources for the mod.. And there should be a MCM menu with settings, I believe. Though I ain't 100% sure, as I used Amputator with some other mod that added crawling animation (I think it was sanguine debauchery)
AFFFC Posted December 9, 2022 Posted December 9, 2022 15 hours ago, DevilDoom said: Personally I'd use either FNIS or Nemesis (tbh, FNIS is still the better option) and not both together. However I doubt that would cause any issues. Just an opinion/suggestion. Have you downloaded/installed the right files?, since there's been many different sources for the mod.. And there should be a MCM menu with settings, I believe. Though I ain't 100% sure, as I used Amputator with some other mod that added crawling animation (I think it was sanguine debauchery) First,where I download was this page If it's wrong,would you offer me a right page?Thanks! Second,my vision has a MCM,but it can't do anyting about the animation.
DevilDoom Posted December 9, 2022 Posted December 9, 2022 1 hour ago, AFFFC said: First,where I download was this page Yeah, I think this was the one I used IIRC. and about MCM, I do remember having some options.. maybe I'm just thinking of something else. Have you used FNIS to register all animations? if you're using mo2, make a new profile and install only amputator and all its requirements. use only FNIS in that case.. I'm wondering if this would do the trick in figuring out the issue..
AFFFC Posted December 9, 2022 Posted December 9, 2022 So you mean that I need to click Amputator only when I register animations by FNIS,and create the fils in a mod without anything,then restore my backup, change the way,then do what I used to do,right?
AFFFC Posted December 9, 2022 Posted December 9, 2022 37 minutes ago, DevilDoom said: Yeah, I think this was the one I used IIRC. and about MCM, I do remember having some options.. maybe I'm just thinking of something else. Have you used FNIS to register all animations? if you're using mo2, make a new profile and install only amputator and all its requirements. use only FNIS in that case.. I'm wondering if this would do the trick in figuring out the issue..
AFFFC Posted December 9, 2022 Posted December 9, 2022 If it can be added by Ne,it will be wonderful!Thanks!
DevilDoom Posted December 9, 2022 Posted December 9, 2022 10 hours ago, AFFFC said: If it can be added by Ne,it will be wonderful!Thanks! So I checked the files for amputator and there seems to be an option called "alternative animation" (or something like that) in mcm script file. have you tried enabling that? There does seem to be a message about the animation possibly being glitched, so I cannot guarantee it will work. Worst case scenario, if you have any .esp slot still free, download SD+ from here, or check here for patches. It's your call, but this is the only "solution" that comes to my mind atm. If you do install it, check mcm settings, where it should say something like "switch to lower position" or, "change animation".. buttons by default can be arrow up and arrow down. If possible, wait for someone else to reply, or ask somewhere else before going with my suggestion. I am in no way an expert and don't have much knowledge about mods so I could be wrong and, worst case scenario, your save breaks.. I'm sorry I cannot be of much help.
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