downjonsie Posted October 6, 2016 Author Posted October 6, 2016 It would be nice to see some images of what this does. Is it only for the way a dead body conforms to the ground? Does it add anything to animations? For example, some dance animations cause the arms of npcs to thin and stretch when they hold both arms above the head. I meant to answer this much sooner. No, this does not, and could possibly never, fix that. That is a poly-count issue per body type (CBBE/UUNP). That could only be fixed by increasing polygonal meshes in joint areas. This mod simply frees joint angle-ing (and back) into a more natural appeal on death/force push, etc
downjonsie Posted October 6, 2016 Author Posted October 6, 2016 Any plan for beast race? Wasn't planned. But, I can make it so with the next update. Probably tonight, more likely tomorrow.
Green Tryst Posted October 7, 2016 Posted October 7, 2016 Sorry if a dumb question, but this is safe to implement mid-play, for those already using XPMSE? Yes, it is. it is a non-scripted mod. it can be implemented/exchanged for the 'vanilla' XPMSE at any given time throughout a saved game Awesome, thanks!
downjonsie Posted October 7, 2016 Author Posted October 7, 2016 A little irrelavent to the thread - don't feel like creating a new one. But, I need 2-3 people willing to test animations sometime in the near future. I'll be stabbing at them this weekend. Specifically, creatures - because I feel the site is lacking in that department. More specifically, chaurus and draugr. And most certainly if they turn out well, the extremely neglected dwemer automaton. I'll probably take requests in the future, depending in how well i can do them
Sandry Posted October 8, 2016 Posted October 8, 2016 Thank you so much for adding the maleskeleton! I can confirm that this works with S.A.M
downjonsie Posted October 10, 2016 Author Posted October 10, 2016 Well, animating is global come much later than anticipated. All guides rely on the 2012 3ds max, which incidentally is the last version with both nif support and havok content tools. 2014 is the earliest v. Autodesk hosts, and i refuse to purate, or pay 185 a month to aninate...So I'm gonna go it by blender 2.49b. But, I'm already running into python script errors when importing a nif. Using py. 2.6.5 pyffi 2.11.1 and nif scripts 2.5.9. If anyone could help me a bit with these scripts errors, it'd be greatly appreciated.
Spyro84 Posted October 11, 2016 Posted October 11, 2016 Are you still adding beast race support for this mod? I'm using your other XPMSE mod with the lowered HDT belly node but we have to use one or the other right? Just wanted confirmation.
downjonsie Posted October 11, 2016 Author Posted October 11, 2016 Are you still adding beast race support for this mod? I'm using your other XPMSE mod with the lowered HDT belly node but we have to use one or the other right? Just wanted confirmation. Eventually. Sorry. I've been preoccupied with work and also learning how to animate. I have a better version of the Lowered Belly Node if you want that PM'ed. I can't upload it as per permissions
Spyro84 Posted October 11, 2016 Posted October 11, 2016 Are you still adding beast race support for this mod? I'm using your other XPMSE mod with the lowered HDT belly node but we have to use one or the other right? Just wanted confirmation. Eventually. Sorry. I've been preoccupied with work and also learning how to animate. I have a better version of the Lowered Belly Node if you want that PM'ed. I can't upload it as per permissions No worries, it's fine. I'd like your better version so feel free to PM me when you get the chance. Thank you for your mods.
ratrace Posted October 13, 2016 Posted October 13, 2016 I just wanted to thank you so very much for this tweaked version of the XPMSE skelly. This one behaves so much better in ragdoll mode. I always was so very much annoyed by the ragdoll behavior of the vanilla Skyrim ragdoll. XPMSE was a bit better, but still too stiff to feel realistic when you kill someone. Then there was a skelly out there that was too flimsy. Your version is by far the best I have seen so far. Awesome job, especially when you think of how the XPMSE skelly looks like in Nifskope and how hard it is to find a node in this huge bunch of nodes. Thank you, thank you, thank you!
downjonsie Posted October 13, 2016 Author Posted October 13, 2016 I just wanted to thank you so very much for this tweaked version of the XPMSE skelly. This one behaves so much better in ragdoll mode. I always was so very much annoyed by the ragdoll behavior of the vanilla Skyrim ragdoll. XPMSE was a bit better, but still too stiff to feel realistic when you kill someone. Then there was a skelly out there that was too flimsy. Your version is by far the best I have seen so far. Awesome job, especially when you think of how the XPMSE skelly looks like in Nifskope and how hard it is to find a node in this huge bunch of nodes. Thank you, thank you, thank you! Hahah you're welcome. For those it interested, I'll (finally) be adding beast races later today around 6PM EST along with a few minor tweaks to current versions
downjonsie Posted October 13, 2016 Author Posted October 13, 2016 Also, later - I will upload a second version of the skeleton for female humans/elves and beasts. For those with an eye for detail; it has a slightly raised butt node for those who like well proportioned bodies - gets rid of that annoyong bottom buttcheek crumple when walking, and a nice little perk - and a lowered HDT belly node for earlier belly collision detection -bellies will bulge just as schlongs pass the pelvic area (I'd of created an HDT XML for this, but the bulge is entirely dependant on node scaling/placement). Its the skeleton I use currently and evident in my screenshits in my signature (before i fixed belly button). Compliments Naturalistic XML very well (those who already use it, I'd suggest to download the version I will be uploading, as it fixes that slight sag on the belly button without eliminating HDT detection area) If any animators plan on using these edits to attach to controller rigs, I'd suggest using the vanilla XPMSE node placing. I cannot voucher (yet) how body .nifs will attach to the skeleton. Though in game, my current version will not bork any animations whatsoever (or else I wouldn't be using it )
downjonsie Posted October 13, 2016 Author Posted October 13, 2016 Beast races added. And optional added
ratrace Posted October 14, 2016 Posted October 14, 2016 Thanks, sir, for your continued work on this skelly! Will test the new versions asap.
cyx19961114 Posted October 22, 2016 Posted October 22, 2016 Thank you very much.It works perfectly with me. Could you consider sharing it to Nexus?
gumby999 Posted October 22, 2016 Posted October 22, 2016 are these just for replacing the hdt xpmse skeleton or bbp or which one are they supposed to replace
downjonsie Posted October 22, 2016 Author Posted October 22, 2016 Thank you very much.It works perfectly with me. Could you consider sharing it to Nexus? Already on nexus, uploaded by my other profile (noonereallyspecial) are these just for replacing the hdt xpmse skeleton or bbp or which one are they supposed to replaceGroovtamas HDT XPMSE
cyx19961114 Posted October 22, 2016 Posted October 22, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF.
downjonsie Posted October 22, 2016 Author Posted October 22, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. RRaF has it's own skeleton, but i believe it is vanilla? the main components from RRaF are just INI edits for force applied to death blows and the like. I only recommend Groovs other files (not only because he was gracious enough to let me share my edits) but because it contains other files necessary for a more stable Skyrim. He has no plans on increasing ragdoll flex with his rigs, and has professed so numerous times. So, quite simply, I will be maintaining this with his most up-to-date rigs. You only need to overwrite his skeletons with my edited ones. it'll work like a charm; any time, any where.
Groovtama Posted October 22, 2016 Posted October 22, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. Because I don't incoperate subjetive improvments. I want a smallest denominator for all people, not a subjective mod one person tells me to make because of tastes. And if I update the skeleton, others have to update, too. I do necessary updates not some I like that kind of taste better updates.
cyx19961114 Posted October 22, 2016 Posted October 22, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. RRaF has it's own skeleton, but i believe it is vanilla? the main components from RRaF are just INI edits for force applied to death blows and the like. I only recommend Groovs other files (not only because he was gracious enough to let me share my edits) but because it contains other files necessary for a more stable Skyrim. He has no plans on increasing ragdoll flex with his rigs, and has professed so numerous times. So, quite simply, I will be maintaining this with his most up-to-date rigs. You only need to overwrite his skeletons with my edited ones. it'll work like a charm; any time, any where. Yes,RRAF is based on vanilla.Thank you for your kind work and let me know the reason. I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. Because I don't incoperate subjetive improvments. I want a smallest denominator for all people, not a subjective mod one person tells me to make because of tastes. And if I update the skeleton, others have to update, too. I do necessary updates not some I like that kind of taste better updates. Thank you for you to let me know the reason. Since RRAF is alwanys the top10 mod,I think many people don't like the odd body poses,so maybe you can add a link of this mod in your DESC for those who needed.
downjonsie Posted October 23, 2016 Author Posted October 23, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. RRaF has it's own skeleton, but i believe it is vanilla? the main components from RRaF are just INI edits for force applied to death blows and the like. I only recommend Groovs other files (not only because he was gracious enough to let me share my edits) but because it contains other files necessary for a more stable Skyrim. He has no plans on increasing ragdoll flex with his rigs, and has professed so numerous times. So, quite simply, I will be maintaining this with his most up-to-date rigs. You only need to overwrite his skeletons with my edited ones. it'll work like a charm; any time, any where. Yes,RRAF is based on vanilla.Thank you for your kind work and let me know the reason. I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. Because I don't incoperate subjetive improvments. I want a smallest denominator for all people, not a subjective mod one person tells me to make because of tastes. And if I update the skeleton, others have to update, too. I do necessary updates not some I like that kind of taste better updates. Thank you for you to let me know the reason.Since RRAF is alwanys the top10 mod,I think many people don't like the odd body poses,so maybe you can add a link of this mod in your DESC for those who needed. If you do not like the way RRaF reacts, you can install SkyTweak. It has an MCM available in-game with a huge array of modifications, including customizable force applied by deathblows for melee, ranged and magic (I'd keep magic at 0, because its a multiplier and will send bodies flying erratically). But keep RRAF installed. There is no real reason to uninstall it, and I am not 100% sure if it would implicate the skeleton rigs.
cyx19961114 Posted October 23, 2016 Posted October 23, 2016 I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. RRaF has it's own skeleton, but i believe it is vanilla? the main components from RRaF are just INI edits for force applied to death blows and the like. I only recommend Groovs other files (not only because he was gracious enough to let me share my edits) but because it contains other files necessary for a more stable Skyrim. He has no plans on increasing ragdoll flex with his rigs, and has professed so numerous times. So, quite simply, I will be maintaining this with his most up-to-date rigs. You only need to overwrite his skeletons with my edited ones. it'll work like a charm; any time, any where. Yes,RRAF is based on vanilla.Thank you for your kind work and let me know the reason. I don't know why Groovtamas didn't merged your work into XPMSE,although he set RRAF as requirement,but XPMSE didn't have a good ragdoll itself and will overwrite RRAF. Because I don't incoperate subjetive improvments. I want a smallest denominator for all people, not a subjective mod one person tells me to make because of tastes. And if I update the skeleton, others have to update, too. I do necessary updates not some I like that kind of taste better updates. Thank you for you to let me know the reason.Since RRAF is alwanys the top10 mod,I think many people don't like the odd body poses,so maybe you can add a link of this mod in your DESC for those who needed. If you do not like the way RRaF reacts, you can install SkyTweak. It has an MCM available in-game with a huge array of modifications, including customizable force applied by deathblows for melee, ranged and magic (I'd keep magic at 0, because its a multiplier and will send bodies flying erratically). But keep RRAF installed. There is no real reason to uninstall it, and I am not 100% sure if it would implicate the skeleton rigs. I like RRAF and in fact XPMS.esp also merged RRAF's data,RRAF itself works well.But if we use XPMSE,we need your mod to get the same effect as RRAF to prevent odd body poses.
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