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Kalatorni

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  1. I appreciate the effort, but for some reason tails are not the same as jacques00 It's been some time since I played Oldrim with this mod (and shame Dailymotion bombed my video showcasing it) but I remember tails curling around and moving, well, more. Playing SSE now and testing various tail mods, but mostly these just hang flaccid, reacting to movement of course but lacking other movement. I don't know how the original modder made it better.
  2. The only non-working armor in this mod for me is the vampire armor 1-5 ones. It doesn't have textures in game or in BodySlide. I don't know if these are supposed to have other variation than different colours or if this has working zap-sliders. In game it shows the different parts alright and meshes. I don't use mods which alter how slots operate, and other armors work fine.
  3. I have downloaded the required BD UUNP Armor and clothes replacer for textures, other armors have no issues so that's why it's a puzzlement. That package doesn't contain such a texture folder the armor seeks as far as I know.
  4. Thanks for replying, but it seems invisible armor relates to missing textures, not meshes. Double-checking that. /EDIT Nah, missing textures would render that purple. The armor just misses. Now this is annoying... /EDIT2 Ok, forgot to build that first time, explains the invisible part. But yeah, the armor lacks textures (purple). NifSkope shows the texture path as textures\Armor\Vampire Leather armor\ and so on. Since vanilla armor has no issues, it seems the mod can't access the files somehow from the game's BSA, is that the case?
  5. I can't seem to find the vampire armor meshes in this package, armor in game is invisible. Am I missing (ha) something?
  6. Thanks for pointing me to the right direction. I aim for the "ultimate jello" bounce in 3BBB and SMP, but so far the result is somewhat clunky when compared to what I have with SinfulCBP to CBBE body. The up/down movement and jiggle mainly lacks "smoothness". Would someone be interested to test / have more knowledge how to improve this preset, that would be appreciated. Attached the xml file and below are the values I have been testing. 3BBB-Amazing.xml
  7. Hate to wake up old topic, but do you know how to make this work with HDT-SMP / 3BBB body? It works mighty fine with CBBE physics body + CBPC setting.
  8. Question about editing the bounciness. I switched from the Oldrim to SE version, and I'm new to SMP/CBPC combination. In the Oldrim I tested HDT physic settings with the JFF tool so these values are somewhat familiar. But what is the correct file to edit breast bounce when using 3BBB body? I'm using the full version, and with the SINfulCBP I can edit the CBPC in the MCM menu. So, CBBE Physic body and CBPC option work better than the 3BBB preset, which itself if very subtle (even the most "extreme one"). I would like to dig into the xml files. Is it the hdtSkinnedMeshConfigs/3BBB-Amazing.xml? Or one of the files in the SKSE folder?
  9. Quick screenshots of my necrosorcewarrioress Dahlia (always the same jack-of-all-trades characters). Never grow tired of watching them jiggle, heh... enb 2018_01_18 22_34_10_59.bmp enb 2018_01_19 19_16_27_66.bmp
  10. Could someone provide information about this race's file structure when it comes to skeleton? I'm using HDT tails and they tend to float outside the body, so I would try to check if replacing the custom one works. I have added draenae/female folder to meshes/actors/characters folder, but for some reason I don't get where the skeleton file belongs to in this race. It's been a year since I played Skyrim and now it seems I'm learning basic things again
  11. It was discussed on the nexus site how there's something wonky with this mod and the armorsmith extended (allows equipping armor over outfits and so on), when it comes to the drifter outfit. When the 2pac esp loads last it kinda ignores AE mod, not allowing, say, leg or arm armors or chestplates over drifter outfit. Other outfits and armors work fine, and are awesome
  12. The animation files here and the ones provided in 2.80 XPMSE are the same... I cannot see how that could make any difference when it comes to installing the mod first and skeleton later. The difference between you and me is that I didnt install New animations for magic casting, as I use the floating version and instructions say: If you want to use MagicNippleAnimation_Ground.7z, installing New Animation for Magic Casting by xp32 first is recommand. Alternate animations are for equip/unequip animations, right? Hmm, now I'm baffled. It's more like racemenu doesnt get the info it needs... Maybe I should try that order anyway and see if I can get the same result.
  13. Sorry for asking a question that could be racemenu/XPMSE question, but I see that there are many similar issues here (I couldnt find one clear answer though). I'm not quite sure I understand the hierarchy of XPMSE and this mod, as I have read both that "this mod is being overriden by the XPMSE" and vice versa. I have the latest XPMSE which I installed after this mod, and everything works. just that the magic comes from hands. I know the "magic" nodes must be moved to correct position. As far as I know this could be done via Racemenu (latest ver) + XPMSE plugins, but some of the "XPMSE" categories are totally empty without sliders (magic, weapon, beast). I assume there's a conflict between skeletons or something, although I don't know how it is possible since I installed XPMSE after everything else. I get this message when I open racemenu
  14. Thanks, that was good to know. Although I have to admit that reading the log is tricky. Groovtama: incorrect XPMSE2 skeleton on actor: (XPMSE version 0.000000). XPMSE2 features on actor disabled Groovtama: incorrect XPMSE2 skeleton on actor: (XPMSE version 0.000000). XPMSE2 features on actor disabled Groovtama: incorrect XPMSE2 skeleton on actor: (XPMSE version 0.000000). XPMSE2 features on actor disabled Groovtama: incorrect XPMSE2 skeleton on actor: (XPMSE version 0.000000). XPMSE2 features on actor disabled Groovtama: XPMSE2 successfully detected on actor: Irilethe. Have a nice day! Groovtama: XPMSE2 successfully detected on actor: Irilethe. Have a nice day! Groovtama: XPMSE2 successfully detected on actor: Irilethe. Have a nice day! ( ) I try to get the magic nipple mod working, and the skeleton file in that mod (XPMSE X.93ar50) works. But if the latest skeleton includes the nodes in racemenu it would be super handy (moving the position of nodes via slider instead of tinkering with the skeleton.nif). It's a total mystery, however, what could override that section as I have installed these files today
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