smashly Posted October 7, 2018 Posted October 7, 2018 1 hour ago, Vachnic said: Wow... I never knew that! Thanks for that! The XPMSE.esp contains a few adjusted gamesettings (Non MCM version anyways). I assumed related to physics, mostly death (maybe the skeleton has different tolerance to the vanilla): fDeathForceRangedForceMin fDeathForceRangedForceMax fDeathForceRangedDamageMin fDeathForceRangedDamageMax fDeathForceForceMin fDeathForceForceMax fDeathForceDamageMax fDeathForceDamageMin fZKeyMaxForce fZKeyMaxForceWeightHigh fDeathForceSpellImpactMult
fred200 Posted October 7, 2018 Posted October 7, 2018 25 minutes ago, smashly said: The XPMSE.esp contains a few adjusted gamesettings (Non MCM version anyways). I assumed related to physics, mostly death (maybe the skeleton has different tolerance to the vanilla): fDeathForceRangedForceMin fDeathForceRangedForceMax fDeathForceRangedDamageMin fDeathForceRangedDamageMax fDeathForceForceMin fDeathForceForceMax fDeathForceDamageMax fDeathForceDamageMin fZKeyMaxForce fZKeyMaxForceWeightHigh fDeathForceSpellImpactMult The XPMSE.esp contains a ton of animations I don't want. Silly me - I think a skeleton should include that skeleton - and nothing else.
smashly Posted October 7, 2018 Posted October 7, 2018 54 minutes ago, fred200 said: The XPMSE.esp contains a ton of animations I don't want. Silly me - I think a skeleton should include that skeleton - and nothing else. I agree, the skeleton should contain the skeleton and nothing else (that's the way I use it, no custom animations or patches from the package apart from the None XPMSE.esp). But really the package is made to work as a minimal or overblown install. My XPMSE.esp only contains those gamesettings and nothing else.. From XPMSE v4.5.1 in the \Character Creation\None\XPMSE.esp directory in the archive veiwed in xEdit. I remember in oldrim at one point in time that the skeleton use to cause people not to be able to drag, move, pick up bodies. Maybe those gamesettings were the solution? I'm only guessing though.
Varithina Posted October 7, 2018 Posted October 7, 2018 57 minutes ago, smashly said: I agree, the skeleton should contain the skeleton and nothing else (that's the way I use it, no custom animations or patches from the package apart from the None XPMSE.esp). But really the package is made to work as a minimal or overblown install. My XPMSE.esp only contains those gamesettings and nothing else.. From XPMSE v4.5.1 in the \Character Creation\None\XPMSE.esp directory in the archive veiwed in xEdit. I remember in oldrim at one point in time that the skeleton use to cause people not to be able to drag, move, pick up bodies. Maybe those gamesettings were the solution? I'm only guessing though. I think part of them are from the inclusion of realistic ragdoll, which had its effects merged into xp some time ago, or at least the xp page states it was anyway.
tasairis Posted October 7, 2018 Author Posted October 7, 2018 48 minutes ago, Varithina said: I think part of them are from the inclusion of realistic ragdoll, which had its effects merged into xp some time ago, or at least the xp page states it was anyway. Yup, the fDeaths are for death ragdolling and the fZKeys are for dragging. They're good to have. And I would argue those changes are very much within the scope of XPMSE.
Lodakai Posted October 8, 2018 Posted October 8, 2018 6 hours ago, tasairis said: Yup, the fDeaths are for death ragdolling and the fZKeys are for dragging. They're good to have. And I would argue those changes are very much within the scope of XPMSE. You could always copy those changes into a personal patch that can be merged into just about anything.. and leave out the scripted animation and cloak effect from the actual ESP. That's what I do
Geostorm69 Posted October 8, 2018 Posted October 8, 2018 i get my game all sorted and now my papyrusutil and sexlab are outdated lol
tasairis Posted October 9, 2018 Author Posted October 9, 2018 * Ported: DD Captured Dreams Shop More Informative Console updated too, and it looks much nicer.
Guest Posted October 9, 2018 Posted October 9, 2018 SKSE updated again but I don't think it breaks .dlls.
myhouseatl Posted October 9, 2018 Posted October 9, 2018 49 minutes ago, SKYRIMSEXISCOOL said: SKSE updated again but I don't think it breaks .dlls. Oh, yes it does...
full_inu Posted October 9, 2018 Posted October 9, 2018 2 hours ago, SKYRIMSEXISCOOL said: SKSE updated again but I don't think it breaks .dlls. No, it didn't break anything.
ButchDiavolo Posted October 9, 2018 Posted October 9, 2018 For those that missed it: Sexlab and papyrusutil have been updated. Both work with SKSE64 2.0.10 2
anthony bowden Posted October 9, 2018 Posted October 9, 2018 Can someone convert beeing a cow over to skyrim se. If not how can i? Im new to all this. Ty
Lodakai Posted October 9, 2018 Posted October 9, 2018 6 hours ago, Vachnic said: For those that missed it: Sexlab and papyrusutil have been updated. Both work with SKSE64 2.0.10 WOOOHOO Now the updates can commence 1
Yinkle Posted October 9, 2018 Posted October 9, 2018 Sorry if this is obvious but how many of the dll mods require skse 2.0.10 over 2.0.9? Damn these updates. Hoping they just require 2.0.9+ Like last time, I'm sure bethesda will do another shitty update as soon as I update the game and my mods lol
Adviser69 Posted October 9, 2018 Posted October 9, 2018 19 minutes ago, Yinkle said: Sorry if this is obvious but how many of the dll mods require skse 2.0.10 over 2.0.9? Damn these updates. Hoping they just require 2.0.9+ Like last time, I'm sure bethesda will do another shitty update as soon as I update the game and my mods lol Pretty much any mod with a dll dependent on mods such as PapyrusUtil, JContainer, MfgFix, FISSES, etc. Or any mod where the dll requires the skse64 version header.
Yinkle Posted October 9, 2018 Posted October 9, 2018 41 minutes ago, Adviser69 said: Pretty much any mod with a dll dependent on mods such as PapyrusUtil, JContainer, MfgFix, FISSES, etc. Or any mod where the dll requires the skse64 version header. Yup I figured as much, thanks for the clarification.
Pfiffy Posted October 9, 2018 Posted October 9, 2018 I just wonder why they did a 2nd update to SKSE this time...
Yinkle Posted October 9, 2018 Posted October 9, 2018 23 minutes ago, Pfiffy said: I just wonder why they did a 2nd update to SKSE this time... indeed
sophiextime Posted October 9, 2018 Posted October 9, 2018 Maybe to save them having to do it next week when Bethesda do another CC tiny add on LMAO!! ?
Lodakai Posted October 9, 2018 Posted October 9, 2018 Ok I jumped the gun... there are still a TON of stuff out there that doesn't work. >< It's gonna be a LOOOOONG day trying to figure out what mods I need to disable. A few I ran into so far - Achievement Mods Enabler - Display enemy Level - UPDATED TODAY
Lodakai Posted October 9, 2018 Posted October 9, 2018 41 minutes ago, Pfiffy said: I just wonder why they did a 2nd update to SKSE this time... Hotfix something maybe?
Vortec Posted October 9, 2018 Posted October 9, 2018 Latest SKSE update reason? https://www.reddit.com/r/skyrimmods/comments/9mmas6/skse_2010_released/
Pfiffy Posted October 9, 2018 Posted October 9, 2018 12 minutes ago, sophiextime said: Maybe to save them having to do it next week when Bethesda do another CC tiny add on LMAO!! ? psssst....... Don't even think too loud about it....
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