I am looking to install this mod, XP32 Maximum Skeleton Special Extended found here: https://www.nexusmods.com/skyrimspecialedition/mods/1988/?tab=files
Has anyone got XP32 Maximum Skeleton Special Extended working in VR?
But when you goto install, it says it requires these mods as well:
FNIS - SE RaceMenu SKEE SKSE64
Racemenu doesn't seem to have a SE version, and it's not clear what needs to be installed for SKEE and SKE64?
Has anyone gotten this mod working and if so, could you provide a brief explanation how and what needs to be downloaded to run properly?
Thx!
Do not delete the skeleton_female.hkx
XP32 Maximum Skeleton Extended is a completely redone version of “XP32 Maximum Skeleton – XPMS” by xp32, for the “HDT Physics Extension” and “HDT Skinned Mesh Physics” and provides ingame customization features.
Requirement
(are installed BEFORE and nothing overwrites XPMSE)
Two list of requirements for XPMSE one for people using Racemenu and one for people using Enchance Character EditVanilla
General:
SKSE 1.7.3 or newer
Realistic Ragdolls and Force 1.9 or newer
Fores New Idles in Skyrim 6.1 or newer
RaceMenu users:
RaceMenu 3.4.5 or newer
Enchance Character EditVanilla users:
NetImmerse Override Standalone 3.4.4 or newer
Cbbeadvancedtbbp
Automatic:
Install the mod with a mod manager that is capable of installing fomods such as Mod Organizer or Nexus Mod Manager. The installer will guide you through the installation and will provide you with information.
Manual:
Minimum required content have their folders tagged with (Recommened), if you install manually you consent that you are capable to figure out what options are needed to be set in the requirements for the mod.
Uninstallation (completely):
– Go to a remote location with no human NPCs who are using XPMSE3 near you
– Unequip all your weapons
– (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default
– (Enchance Character EditVanilla) Set all style options in the MCM menu to default
– Any data that is left in your savegame is needed for reinstallation and not harmful
– Remove XPMSE3 from your mod manager
Body and Physics Support:
– Breast and Butt Physics [BBP]
– Tender Breast and Butt Physics [TBBP]
– HDT Physics Extension [HDT-PE]
– HDT Skinned Mesh Physics [HDT-SMP]
Mods compatible with support:
– CITRUS
– Deadly Mutilation
– Dual Sheath Redux
– Enderal
– HDT Dragon Tails
– HDT Equipment (Well Fitted option only)
– Nipple Magic (included style option and animations recommended)
– Realistic Ragdolls & Force
– SAM – Shape Atlas for Men
– SOS – Schlongs of Skyrim
– The Joy of Perspective
– UN7B
Mods compatible without support:
– Aesthetic Bolt Quiver (included style option recommended, base mod still usable)
– Enchance Character Edit (technical support dropped, incompatible with other mods)
Mods completely unsupported:
– HDT Equipment (everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:
Fixes:
– Fixes crashes caused by some monster skeletons
– Fixes HDT problems caused by some monsters skeletons
– XPMSE RaceMenu compatibilty, takes over changes from RaceMenu part to other transforming races like to Werewolf and Vampire Lords
– Conflict with any HDT Equipment everyone option based mod
XPMSE RaceMenu:
– The skeleton will be checked for the character in RaceMenu, if a character does not use an XPMSE compatible skeleton a notification will be shown and all features will be disabled
– Weapon styles for moving weapons ingame, sliders are named “Style”, ex. “Sword Style”, “Axe Style”, “Sword Style (Left)”
– ScalePositionRotation sliders for weapons
– Many body related sliders
– SOSSAM related sliders
– Female specific related sliders
– Beast race specific related sliders
– Custom racemenu categories ex. “WEAPON” -> Weapon Sliders
– Unified 3rd and 1st Person scaling
– Extensible Follower Framework 4 compatible for follower edits
– NiOverride powered, for better support with other mods using NiOverride (NetImmerse mods can cause incompatibility problems)
XPMSE MCM:
– The skeleton will be checked for the player character, if the player character does not use an XPMSE compatible skeleton all features will be disabled
– Enables user to change weapon styles if “showracemenu” with RaceMenu is not an option for example if currently a Vampire or Enhanced Character Editvanilla user
– Provides a information tab with version information
XPMSE Weapons:
Scale Module:
– Checks an actors skeleton on equipping a weapon, and corrects scale problems caused by Bethesda.
– Takes Weapon scale edits by RaceMenu to the sheathed weapon to the drawn Weapons
– Disables itself when Enchance Character Edit is used
Style Module:
– Manages styles on Non-Player characters
– Manages ArrowsBolts, BowCrossbow, GreatswordBattleaxeWarhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes
– Manages Animations for added non default styles that need a changed Arrows Draw, Bow Equip, Idle and Attack, GreatswordBattleaxeWarhammer Equip and Magic Attack, Cast, Concentration, Idle, Movement and Sprint styled animation dynamically and will overwrite any other mod trying to do so, too
– Works with Enchance Character Edit installed
Poses:
Currently supported Pose Mods:
– FNIS Spells
– Shape Atlas for Men Poses
– Halo Poser S (recommended)
– Halo Poser S MCM
– Public Poser
– Aloe Poses
– Kinoko Poses
– GomaPeroPero Poses
– Lamir Poses
esp files from these pose mods are not needed for the functionallity, only the registration with Fores New Idles in Skyrim
XPMSE Lib:
– Provides functions commonly used in XPMSE based on NiOverride and FNIS for other modders
– Provides skeleton checks for XPMSE
In RaceMenu the “All” sliders and in MCM the “Non-Player” choices are setting the styles for any NPC that has no individually style set via Extensible Follower Framework 4.
Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
Sword:
0: Default
1: 1-Handed Swords on Back by xp32
2: SWP 1-Handed Swords on Back by Metal-Gear-Rex
3: FSM Swords turned edge up by fushimi
4: Dual Swords on left waist by Ayame
5: No More Dangling Swords by Akakus
Dagger:
0: Default
1: Daggers on Back Hip by xp32
2: Daggers on the Ankles by Metal-Gear-Rex
Two-Handed (Greatsword and BattleaxeWarhammer):
0: Default
1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex
2: FSM Two-Handed turned and on waist by fushimi
Bow:
0: Default
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves
3: FSM Turn Bow by fushimi
Arrow Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Frostfall Quiver by xp32
Crossbow:
0: Default
1: Frostfall Bow by Chesko
Bolt Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Left Hip Bolt by xp32
3: Experimental Hip Bolt by xp32
4: Aesthetic Bolt Quiver by IsharaMeradin
Magic:
0: Default
1: Nipple Magic by ElPsyCongroo
Shout:
0: Default
1: Schlong Shout by ElPsyCongroo
Endorse those mod authors, show your support!
For Modders and Animation related content please see the “MISCELLANEOUS” files.
How 2 make tails compatible with the XPMSE tail position sliders:
1. Open the tail mesh into nifskope
2. Replace the following node names with the new ones
– “NPC Pelvis [Pelv]” => “Tail”
– “NPC Spine [Spn0]” => “NPC Tail Spine [Spn0]”
– “NPC L Thigh [LThg]” => “NPC Tail L Thigh [LThg]”
– “NPC R Thigh [RThg]” => “NPC Tail R Thigh [RThg]”
3. Save the tail mesh
FNIS Bone numbers (this has nothing to do with the skeleton):
– XPMSE HDT rig: 115 Bones
– XPSME BBP rig: 129 Bones
– XPMS Fallback rig: 242 Bones
Bone naming and prefix schema:
Nodes for meshes and havok animations
NPC => Mesh bones
HDT Physic exclusive
HDT => exclusive HDT Motion bones
XPMSE feature exclusive nodes
CME => Extra CMERM bones, can be set with custom data when racemenuvanilla is used ingame, when ECE is used they are off limits
MOV => Weapon Socket nodes, do not rename them, can be set with custom data
About This File
(also onNexus)
Warning:
Do not delete the skeleton_female.hkx
Description
'XP32 Maximum Skeleton Extended 3'is a completely redone version of'XP32 Maximum Skeleton - XPMS'by xp32, for the 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' and provides ingame customization features.
Requirement
(are installed BEFORE you install XPMSE3 and nothing overwrites XPMSE3 in general)
Two list of requirements for XPMSE3 one for people usingRacemenuand one for people usingEnchance Character EditVanilla
General:
SKSE 1.7.3or newer
Realistic Ragdolls and Force 1.9or newer
Fores New Idles in Skyrim 6.1or newer
RaceMenuusers:
RaceMenu 3.4.5or newer
Enchance Character EditVanilla users:
NetImmerse Override Standalone 3.4.4or newer
Installation
Automatic:
Install the mod with a mod manager that is capable of installing fomods such as Mod Organizer or Nexus Mod Manager. The installer will guide you through the installation and will provide you with information.
Manual:
Minimum required content have their folders tagged with (Recommened), if you install manually you consent that you are capable to figure out what options are needed to be set in the requirements for the mod.
Uninstallation (completely):
- Go to a remote location with no human NPCs who are using XPMSE3 near you
- Unequip all your weapons
- (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default
- (Enchance Character EditVanilla) Set all style options in the MCM menu to default
- Any data that is left in your savegame is needed for reinstallation and not harmful
- Remove XPMSE3 from your mod manager
How To Install Xp32 Maximum Skeleton Extended - Xpmse
Skeleton
Body and Phyics Support:
- Breast and Butt Physic [bBP]
- Tender Breast and Butt Physic [TBBP]
-HDT Physics Extension [HDT-PE]
-HDT Skinned Mesh Physics [HDT-SMP]
Mods compatible with support:
-CITRUS
-Deadly Mutilation
-Dual Sheath Redux
-HDT Dragon Tails
-HDT Equipment(Well Fitted option only)
-Nipple Magic(included style option and animations recommended)
-Realistic Ragdolls & Force
-SAM - Shape Atlas for Men
-SOS - Schlongs of Skyrim
-The Joy of Perspective
-UN7B
Mods compatible without support:
-Aesthetic Bolt Quiver(included style option recommended, base mod still usable)
-Enchance Character Edit(technical support dropped, incompatible with other mods)
Mods completely unsupported:
-HDT Equipment(everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:
Monster Skeletons
Fixes:
- Fixes crashes caused by some monster skeletons
- Fixes HDT problems caused by some monsters skeletons
- XPMSE RaceMenu compatibilty, takes over changes from RaceMenu part to other transforming races like to Werewolf and Vampire Lords
-Conflict with anyHDT Equipmenteveryone option based mod
XPMSE Plugin
XPMSE RaceMenu:
- The skeleton will be checked for the character in RaceMenu, if a character does not use an XPMSE3 compatible skeleton a notification will be shown and all features will be disabled
- Weapon styles for miving weapons ingame, sliders are named 'Style', ex. 'Sword Style', 'Axe Style', 'Sword Style (Left)'
- ScalePositionRotation sliders for weapons
- Many body related sliders
- SOSSAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Custom racemenu categories ex. 'WEAPON' -> Weapon Sliders
- Unified 3rd and 1st Person scaling
-Extensible Follower Framework 4compatible for follower edits
- NiOverride powered, for better support with other mods using NiOverride (NetImmerse mods can cause incompatibility problems)
XPMSE MCM:
- The skeleton will be checked for the player character, if the player character does not use an XPMSE3 compatible skeleton all features will be disabled
- Enables user to change weapon styles if 'showracemenu' with RaceMenu is not an option for example if currently a Vampire or Enhanced Character Editvanilla user
- Provides a information tab with version information
XPMSE Weapons:
Scale Module:
- Checks an actors skeleton on equipping a weapon, and corrects scale problems caused by Bethesda.
- Takes Weapon scale edits by RaceMenu to the sheathed weapon to the drawn Weapons
- Disables itself whenEnchance Character Editis used
Style Module:
- Manages styles on Non-Player characters
- ManagesArrowsBolts,BowsCrossbow,GreatswordsBattleaxeWarhammerandMagicstyles dynamically for fixing visual issues and seperating shared nodes
- Manages Animations for added non default styles that need a changedArrows Draw,Bow Equip, Idle and Attack,GreatswordsBattleaxeWarhammer EquipandMagic Attack, Cast, Concentration, Cast, Idle, Movement and Sprintstyled animation dynamically and will overwrite any other mod trying to do so, too
- Works withEnchance Character Editinstalled
Poses:
Currently supported Pose Mods:
-FNIS Spells
-Shape Atlas for Men Poses
-Halo Poser S(recommended)
-Halo Poser S MCM
-Public Poser
-Aloe Poses
-GomaPeroPero Poses
-Kinoko Poses
-Lamir Poses
-Brainsperm Poses
-Oden Poses
-Shocky's Creature and Human Poses
esp files from these pose mods are not needed for the functionallity, only the registration withFores New Idles in Skyrim
XPMSE Lib:
- Provides functions commonly used in XPMSE3 based on NiOverride and FNIS for other modders
- Provides skeleton checks for XPMSE3
Styles (Weapon Positions)
Styles avaiable from the XPMSERaceMenuPlugin and the MCM Menu.InRaceMenuthe 'All' sliders and in MCM the 'Non-Player' choices are setting the styles for any NPC that has no individually style set viaExtensible Follower Framework 4.
Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
Sword:
0: Default
1:1-Handed Swords on Backby xp32
2:SWP 1-Handed Swords on Backby Metal-Gear-Rex
3:FSM Swords turned edge upby fushimi
4:Dual Swords on left waistby Ayame
5:No More Dangling Swordsby Akakus
Dagger:
0: Default
1:Daggers on Back Hipby xp32
2:Daggers on the Anklesby Metal-Gear-Rex
Two-Handed (Greatsword and BattleaxeWarhammer):
0: Default
1:SWP Two-Handed Weapons on Backby Metal-Gear-Rex
2:FSM Two-Handed turned and on waistby fushimi
Bow:
0: Default
1:Frostfall Bowby Chesko
2:Reversed Better Bowsby Messes With Wolves
3:FSM Turn Bowby fushimi
Arrow Quiver:
0: Default
1:Frostfall Quiverby Chesko
2:Frostfall Quiverby xp32
Crossbow:
0: Default
1:Frostfall Bowby Chesko
Bolt Quiver:
0: Default
1:Frostfall Quiverby Chesko
2:Left Hip Boltby xp32
3:Experimental Hip Boltby xp32
4:Aesthetic Bolt Quiverby IsharaMeradin
Magic:
0: Default
1:Nipple Magicby ElPsyCongroo
Shout:
0: Default
1:Schlong Shoutby ElPsyCongroo
Endorse those authors' mods, show your support!
Credits
XPMSE2 Authors:
- Groovtma: 'XP32 Maximum Skeleton Extended' author, 'XP32 Maximum Skeleton - XPMS' maintainer
- Skulltyrant: 'XP32 Maximum Skeleton - XPMS' maintainer and 'Custom Skeleton Replacers' author
- XP32: 'XP32 Maximum Skeleton - XPMS' author
Hdt Physics Extension
Contributing authors:
- belisario: 'SAM - Shape Atlas for Men' and 'SOS - Schlongs of Skyrim' maintainer
- Blabba:CITRUSauthor
- Expired:RaceMenuand 'Extensible Follower Framework 4' author
- Fore: 'Fores New Idles in Skyrim' author
- HydrogensaysHDT: 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' author
- jacques00: 'HDT Equipment' maintainer
- Neovalen: 'Dual Sheath Redux' author
- ousnius:BodySlidemaintainer
- Septfox:Enhanced Character Edit - More Body Slidersauthor
Animators:
- Bergzore: 'Immersive Animations' author
- Chesko and Ninivekha: 'Belt-Fastend Quivers' authors
- DServant: 'Archery Gameplay Overhaul' author
- dualsun: 'Pretty Combat Animations' author
- ElPsyCongroo: 'Nipple Magic' author
- yukl: 'YY Anim Replacer - Mystic Knight' author
Includes work of authors:
- Alan:UN7Bauthor
- Ayame: 'Female Skeleton Replacer' author
- Dbfinder: 'Realistic Ragdoll and Force' author
- CherryHotaling: 'Breast and Butt Physics' creator
- DarkPhoenix:DSPSOBauthor
- Dragonfly0124mark19850124哈哈笑笑: 'Tender Breast and Butt Physics' creator
- fushimi: 'FSM de Gozaru' author
- IsharaMeradin: 'Aesthetic Bolt Quiver' author
- Metal-Gear-REX: 'Skyrim Weapon Positioning' author
- TheFigment:hkxmcdauthor
Betatesters:
Liuli; LordNecris; Kaputzki; PsychoMachina; mm777
Translations:
- Narsilien80/Aravis7: French (Enchance Character Edit)
- k©קaso√®: Russian (Enchance Character EditandXPMSE Plugin)
- t3h0th3r: French (Enchance Character EditandXPMSE Plugin)
- unknown: Japanese (Enchance Character EditandXPMSE Plugin)
- xuniana: Chinese (Enchance Character EditandXPMSE Plugin)
What's New in Version 3.87See changelog
Released
3.87 (2016-05-26)
- Pretty Combat Animation files updated to 1.374
3.86 (2016-05-13)
- Script bugfixes
3.85 (2016-04-30)
- Updated Pretty Combat Animation compatibility files
- Fixed typos in script
3.84 (2016-04-05)
- Fixed typos in ECE ini files
3.83 (2016-04-05)
- Corrected Hip bones names, without skeleton version change
3.82 (2016-03-28)
- Added options to disable Mixed animation sets
- Fixed translation file errors
3.81 (2016-03-27)
- Correct info.xml
3.80 (2016-03-27)
- Added options to disable Dual Wield animation sets
- Added options to disable Shield animation sets
- Fixed an array out of bound exception in the XPMSE MCM style selection
- Changed Weapon Scaling Module logic
- Minor Code optimations
3.77 (2016-02-24)
- Updated the XPMSE RaceMenu Pose Script
- Removed resctrictions for Sword and Board animations
3.76 (2016-02-07)
- Corrected a condition for one-handed weapons on hips and shield on back
- Added a recheck and restart routine so XPMSE starts on New Games without Save and Reload
3.75 (2016-01-28)
- Removed restriction for dual sheath animations (I don't care if you use a vanilla game)
- Added fomod typo fixes by adelinadragonborn
3.74 (2016-01-26)
- Added special handling of already dead bodies
- Fixed XPMSE reading Animation Variables from dead bodies
3.73 (2016-01-19)
- Updated The Joy of Perspective option (UNTESTED)
3.72 (2016-01-16)
- Added missing mixed equiping animations from Immersive Animations to XPMSE
- Fixed an issue where Magic Styles and Shout Styles didn't update animation when set via RaceMenu
- Added a compatibility option for Badass Dual Wielding by bergzore
- Updated Pose script for Halo Poser S1.3 and PinupPoserMCM 3.6
3.71 (2016-01-13)
- Updated the included Pretty Combat Animations files for 1.37a
3.70 (2016-01-04)
- Updated the RaceMenu Poser Script for Halo Poser 1.2 and Poser MCM 3.5
- Updated the XPMSE plugin with the latest AnimObjects
- Added Dummy Translations for Enhanced Character Edit for unsupported languages
3.69 (2016-01-04)
- Updated Pretty Combat Animations compatibility options
3.68 (2015-12-28)
- Updated Enhanced Character Edit Enhancer compatibility option
3.67 (2015-12-23)
- Updated Enhanced Character Edit Enhancer compatibility option
3.66 (2015-12-23)
- Added an Enhanced Character Edit Enhancer by RAN46 compatibility option
- Changed a few XPMSE ECE translations
3.65 (2015-12-23)
- Fixed weapon position sliders in Enhanced Character Edit
- Added range guards for some scale sliders in Enhanced Character Edit again
3.64 (2015-12-19)
- Added Option to disable the cloak spell, not recommended to be ussed in croweded areas
3.63 (2015-12-11)
- Change the Event system to be player exclusive
3.62 (2015-12-10)
- Fixes to the Event system
3.61 (2015-12-08)
- Fixed a slider that was named incorrectly
3.6 (2015-12-08)
- Updated the skeleton files to add the nodes PreWEAPON and PreShield
- Updated skeleton version to 3.6
- Fixed the arrow in hand problem on draw
- Updated XPMSELib version to 3.6
- Fixed an error in XPMSELib
- Fixed an error in the randomizer files
- Fixed an error where XPMSE could not start because the game was not ready
- Fixed an error where two Restyle could have shared data, which is not wanted
- XPMSE will warn you in your papyrus log if it can not init in a 5 seconds interval, it will notify if it could and afterwards will be silent
- Added randomizers for Skyrim Revisited by Neovalen, labeled as STEP options
- Reordered Poser sliders to be in correct order in RaceMenu like the MCM
- Fixed the requirements ingame to look for FNIS 6.1 as minimum
- Fixed a deadlock with werewolf transformations
- Added an event system to XPMSE
- Changed XPMSE Racemenu Weapon script to now make event calls to the magic effect
- Removed extra code for position switching in XPMSE Racemenu Weapon script, disabling the esp after character creation is not a valid option anymore when you want something different than vanilla
- Added instant switching for NPCs while player is in the character creation
- Added FNIS animation changing while in the character creation
- Added events where other modders can hook onto and extent the scripts features, such as more weapon positions and so on
- Added events for FNIS AA synchronization between mods together with fore, XPMSE hooks directly after PCEA2
- Reduced memory usage
3.5 (2015-12-01)
- Updated the pose plugin for newest Halo Poser S and MCM version
- Added FNIS 6.1 fixes for animations
- Updated french translation for RaceMenu
3.49 (2015-11-23)
- Added a missed reset for the delay
3.48 (2015-11-22)
- Added a lot more camera checks which may worsen performance of the script
- Added a fail check for camera states failures
3.47 (2015-11-21)
- Fixed an Error which could lead to magic styles be applied wrong
3.46 (2015-11-19)
- Changed the workaround from 3.44 with a proper function
3.45 (2015-11-18)
- Added a validation for old saved data, if FNIS should update FNISaa bases
3.44 (2015-11-18)
- Added a workaround for restoring FNISaa of ther mods via FNIS instead of SetAnimationVariableInt which is less reliable
- XPMSE only works on First to Third Person Transfers Camera State changes now, instead of working on All Transfers to Third Person
- XPMSE validates other FNISaa mods changes and ignores them when they are not valid
3.43 (2015-11-17)
- Fixed an Error where XPMSE mask the wrong range of Animation Variables
- Change in XPMSELib so it uses a FNISaa function instead of a Vanilla function to write back
3.42 (2015-11-16)
- Fixed an Error where the FNISaa compatibility function saved incorrect values
3.41 (2015-11-16)
- Changes for compatibility with other FNISaa mods
- Simplification to Magic Style logic
3.40 (2015-11-15)
- Updated XPMSELib to version 3.40
- XPMSE reverts PCEA2 replaced animation back to their PCEA2 animations instead to the default animation when it reverts and if the data is still valid
- XPMSE only uses dual wield equipunequip animations on Shield+One-Handed when you have Dual Sheath Redux installed, otherwise it uses single wield
- XPMSE checks if FNIS.esp is present
- XPMSE now supports bow equip/unequip replacement
- XPMSE Alternative Animation filename errors resolved
- Reduced number of XPMSE Alternative Animations
- YY Anim replacer animations removed because of reduciton XPMSE Alternative animation slots
- Added compatibility patch for Belt-Fastend Quiver animations from Archery Gameplay Overhaul
- Added compatibility patches for animation replacer Pretty Combat Animations
- Removed a lot animation that are for reverting animations to vanilla animations because they are not needed
- Added french translation for XPMSE RaceMenu Plugin
- Added japanese translation for XPMSE RaceMenu Plugin
- Added russian translation for XPMSE RaceMenu Plugin
- Updated french translation for Enhanced Character Edit
- Added japanese translation for Enhanced Character Edit
- Added russian translation for Enhanced Character Edit
- Papyrus log spam resolved
- Minor bug resolved from 3.3x changes
3.31 (2015-11-02)
- Reduced XPMSE script update frequency
- XPMSE does not call FNIS AA functions in a CameraState that could lead to a camera switch
3.30 (2015-11-01)
- XPMSE differs animations now between styles and the equipped weapons/spells/shield
- XPMSE has now a Style Randomizer using bodygen
- XPMSE uses now the autoremoval feature of the new NiOverride version
- Added compatibility for Horses Revamped by DServant, horses should no longer turn invisible
- Reordered pose mods in RaceMenu
- Added Lamir Poser to the supported Pose mods
- Updated GomaPero Poser support
- Removed restyling code from the MCM script for performance and behavioural reasons
- Removed alternative animation code from RaceMenu script for behavioural reasons
- Fixed a issue with the Magic Effect and invalid Actors
- Increased performance on Alternative Animation switching compared to 3.29b
- Increased performance of the dynamic restyler and rescaler
3.29b (2015-10-14)
- Fixed another wrong naming
3.29a (2015-10-11)
- Some files were not named correctly
3.29 (2015-10-10)
- Same as 3.21 just with FNIS 6
3.21 (2015-09-27)
- Added a few more Events to remove data from the save and co-save
- Added new Belt-fastened Quiver mounted animations
3.20 (2015-09-13)
- New NiOverride features incorparated, newest NiOverride version required now
- XPMSELib updated to 3.2
- Less SKSE co-save data needed for XPMSE
- Default styles no longer take co-save space but they still get applied on the fly
- NiOverride will no longer need to load default Styles
- Corrected 2 animation file names
- Updated XPMSE ECE inis to be compatible with MCM feautres
- Updated XPMSE ECE inis to be more inline with the RaceMenu XPMSE part
- Updated XPMSE ECE translations to be more inline with XPMSE RaceMenu part (english/chinese only, french not updated)
- For all option to disable style dependent animations (workaround to run XPMSE with other mods not currently supported in FNIS like Archery Gameplay Overhaul)
- General Code optimization, save game script cleaning and making a new save without XPMSE loaded recommended
3.13 (2015-08-11)
- Updated some Poser event names and some animObject paths
3.12 (2015-08-10)
- Added guards to prevent restyling multiple times
- Vampire Lord skeleton integrates Better Vampire edits
3.11 (2015-08-09)
- Added code for transformations to be handeled faster
- Reduced archive filesize (nothing removed)
3.10 (2015-08-07)
- Added compatibility with some other mods modifing the same monster skeeltons as I do
- Reverted to one magic effect with a range of 320feet
3.07 (2015-08-06)
- Reduced the radius of the affected NPCs, from 320 feet (98m) to 192 (~59m)
3.06 (2015-08-05)
- Reverted most of the management code back to 2.82 layout
3.05 (2015-08-04)
- ConsoleUtil support dropped, no more log spam from that
- Unregister calles removed, the activeEffect is unloaded by that time anyway
3.04 (2015-08-04)
- Small papyrus log spam fix
3.03 (2015-08-04)
- Reduction of required skse co-save space, by ignoring never equipped weapons, NPC that never equip a weapon will take no space
- SKSE co-save bloating fixed, that comes from skyrim saving and loading and preventing objects from ever to unload
- Race condition fixed that could prevent scripts from cleaning up
3.02 (2015-08-02)
- SKSE co-save bloating fixed, should not happen anymore, co-save size should go down over time in old savegames
- Race condition in XPMSE Weapons restyler fixed
3.01 (2015-08-01)
- XPMSE Weapons now detects ammo correctly when leaving the MCM Menu and on NPCs
3.00 (2015-07-30)
- MCM Menu for weapon styles
- Recode of the dynamic weapon styles
- Changes to the skeleton version detection
- RaceMenuPluginBeast script overhauled
- RaceMenuPluginPoses script updated
- The Joy of Perspective skeleton updated
- ECE and RaceMenu Plugins are now one module
- Realistic Ragdoll and Force gamesetting edits integrated
- small skeleton edits
- script bugfixes
Skyrim animation bug after installing XP32 Maximum Skeleton Extended
Hi!
I have gotten a weird animation bug after installing XP32 Maximum Skeleton Extended, as seen in the pictures here: http://imgur.com/a/gXMze
They do that animation (It's the one that happens !SPOILERS! on the House Of Horrors quest when you try to take the Rusted Mace) and they do that animation when they are trying to sit down or do something.
I'm just wondering if anyone knows what is causing this and maybe knows how to fix it?
I installed the Xp32 Maximum Skeleton Extended using the NMM installer. And i have installed Immersive Animations before this.
And you can see my mods and load order here:
Article #5 in a 12-part series.
- 1 - Upgrade Skyrim with Mods
- 2 - Skyrim Immersion: Environment
- 3 - Pretty Skyrim: Elements
- 4 - Skyrim Life
- 5 - this article
- 6 - Pretty Skyrim People
- 7 - Skyrim Gear 1: Clothing
- 8 - Skyrim Gear 2: Akavir
- 9 - Skyrim Gear 3: Light Armor
- 10 - Skyrim Gear 4: Heavy Armor
- 11 - Setup for Script Work with Bethesda's Creation Kit and Notepad++
- 12 - Body Conversions for Skyrim Using BodySlide, Outfit Studio
Dragonborn always looked like a robot when standing or sitting, and have you noticed how woman walk exactly like men? It might also be nice if a secondary weapon shows on a character. New stand or sit idles are easy fixes, but dual sheathing or special body physics (boob jiggle or combat) require some extra steps.
Here I cover how to install new bodies, with or without breast and butt physics, new animations for idles or walks, and having two sheathed weapons show up on your character. In another post I cover my choices for body replacers, skin textures, and more on making characters pretty.
Keep in mind that some non-FNIS custom animations replace existing animations, and for each action you generally get one animation. Your character can sit in a different position, cross-legged or whatever, and will always sit that way with a few exceptions. I share a couple suggestions below under step H.
Dual sheathing, including shield or staff on back, needs a special skeleton. Boob physics (HDT) requires a new skeleton and supporting body mesh. I’m using XPMSE skeleton since it has both covered along with many popular body meshes. For best results certain requirements, including optional animation packs, must be installed before installing XPMSE.
Use a mod organizer supporting FOMOD, such as NMM or MO, to include install options. If you’re new to installing mods, see my first post in this series.
Installation order matters:
These install steps are based on documentation for XPMSE by Groovtama. Follow the steps no matter if you want breast physics or dual sheath. I bet you never considered boobs and swords depended so much on the same things. You’ll want to follow the same order for hair and cape physics, too. This tutorial assumes you want HDT physics for body jiggle. Other pure-animation BBP mods also exist that don’t require HDT Physics Extensions.
Review the XPMSE description page for mods not compatible which include some HDT equipment.
After installation of other mods, you may review load order on this Google doc by the HDT Physics Extension team.
Terminology
- body mesh replacer: the shape of the character’s body supporting animations given a skeleton.
- (T)BBP (Tender) Breast and Butt Physics. Uses animations (such as walking) for jiggle.
- BBP-HDT: Requires HDT Physics Extensions for jiggle reacting to character motion.
- HDT-PE: Physics Extensions supporting body, hair, capes, wings, etc using the same in-game Havok engine.
- skeleton: same idea as your body, but may include extra bones for breasts, belly, or butts. Hair and capes may have their own skeletons.
Note that some (T)BBP options may be pure animations without HDT physics. For these you need a supported walking, running, or combat animation that include bode jiggle. HDT body jiggles reacting to character motion using the in-game physics engine.
A. Install first in this order
This example assumes HDT-BPP physics using the Havok engine which requires SKSE, XPMSE skeleton, and HDT-PE for original Skyrim.
- SKSE, available on Steam
- SkyUI (optional, but handy for MCM)
- Fores New Idles (FNIS)
SkyUI includes a mod-control menu (MCM) that some mods support to include options or more information. One of my steps below include using SkyUI’s MCM to select weapon sheathing options. Many body movement sequences and custom animations use FNIS. It comes with a generator that you’ll need to run whenever you add or remove a mod that uses FNIS. We’ll generate after a few steps.
B. Install female body
For widest custom clothing and armor support, I recommend “Caliente’s Beautiful Body Edition” (CBBE), “DIMONIZED UNP” by dimon99, or SeveNBase. With extra work outfits may be converted to whatever you choose. The defaults are nude, but several include underwear options or search for prettier underwear mods. You may install new skin textures after this or at a later time. Boob jiggle requires a BPP body mesh. To add BPP to UNP, you have several choices.
For CBBE with HDT BPP:
- Install Caliente’s Beautiful Bodies Edition (CBBE). Choice of CBBE-Curvy, CBBE-Slim, or CBBE-Vanilla.
- Install BodySlide 2 and Outfit Studio by Ousnius and Caliente.
- Open BodySlide from your SkyrimDataCalienteTools folder.
- For Outfit/Body on top-left, choose CBBE Body HDT
- Choose your Preset. I chose CBBE Slim.
- Press the Build button at bottom.
Optionally, install new skin texture now or later. I use “Mature Skin” 2. Your undressed female characters have BBP, but clothing or light armor also needs to support when dressed.
C. Install male body
Again, defaults are nude, but include underwear options. I like the “FavoredSouls” mesh option in “Better Males” best, but SoS-lite (adult site) isn’t bad either.
- Better Males comes in choice of “Sundracon” or “FavoredSouls” body meshes.
For “Better Males” if you want different body size than default, you’ll need to do some manual copying by moving contents of labeled sub-folders.
D. (Optional) install custom combat/sheathing animations
I tried this out, but ended up not using these animations. Some animations are covered by XPMSE. The installer lists multiple animation replacements that you may pick with checkboxes. If you want one, best installed before XPMSE.
E. Install the skeleton
- Install RaceMenu before XPMSE.
- Install XP32 Maximum Skeleton Extended 3 (XPMSE) by Groovtama:
Leave most of the options at default unless you have other mods that apply. The descriptions explain everything. Overwrite previous skeleton files. Note in general, XPMSE should be late in load order. When installing other skeleton animation mods, run LOOT or check your load order. Even if you don’t plan on using “RaceMenu” to craft your character’s face, I recommend using it for improved functionality with XPMSE and you might decide to play with “RaceMenu” in the future.
Note that some older help posts recommended deleting the female skeleton, but as noted in big, bold letters on the XPMSE page, do NOT delete the skeleton file.
F. Install physics
- Install HDT Physics Extensions by HydrogensaysHDT
- Install HDT Breast And Butt Physics by threedeedevil
Note that older tips suggested adding a [HAVOK] section to your Skyrim.ini, but with latest extensions it’s been recommended (“Skyrim Stability Guide”) to leave as default with iNumThreads=1.
This is a good time to run LOOT, Wyre Bash, or similar tool to make sure the load order is good and XPMSE is positioned correctly (after any body plugins) according to Groovtama.
G. FNIS generate
Located by default at Skyrim/Data/tools/GenerateFNIS__for__Users as GenerateFNISforUsers.exe. You’ll need to run this each time you add or remove a FNIS animation. Likely, you’ll need the “SKELETON Arm Fix” option. Gender-specific animations may need checking if using gender-specific animation mods such as “Pretty Combat Animations” by dualsun. Only include other options if you have the relevant mods.
If you load a game and your character stands with arms and legs stuck outward (t-pose), run this generator again.
Be aware that adding a high number of animations increases the chances of CTD (crash) when loading a saved game. Note the number the generator reports and aim for no more than a couple thousand. I recommend not including pose mods on regular play-through; load when you want to take screenshots and unload before continuing play. Workarounds include loading older save file first, or disabling unused animations from animation index text files and re-generating FNIS. Best to plan play-through around heavy-animation mods, choosing supporting mods for that theme, to keep the memory usage down.
H. (optional) Add new idle and walk
Let’s fix the robotic sitting and standing with some simple replacers. “Pretty Female Idles” and “Pretty Sit Idle” doesn’t require FNIS and replaces the default sit and stand with one of each among choices from the installer. Check each example picture to see which one you like including a couple combination poses which your character will switch between. “FNIS Sexy Move” changes how women walk. It uses a weird token system in inventory so each NPC will remember her walk, but you may turn it off in MCM. While in MCM, select which walks not to include and if to include while wearing armor. Some of the walks appear too exaggerated for me. This also changes the female run which looks a bit on the girlish side. Remember to run FNIS Generator again.
- Pretty Female Idles by dualsun
- Pretty Sit Idle by dualsun
- FNIS Sexy Move by fore (run generator)
I. (optional) Dual Sheath Redux (DSR)
Before installing DSR, you may want to run LOOT, Wyre, or similar tool to make sure the load order is correct at this point paying attention to XPSME position as explained by Groovtama.
This mod will add a second weapon on the character’s belt, optionally put shield or staff on back. Consider that “Dual Sheath Redux” is a cosmetic mod, and that it may increase script activity with NPCs and compete with other area scripts. NPC shields on back may be disabled in MCM. Also, some custom weapons may not be supported. See the description page for details.
If you want “Campfire”, “Arise - Black Sacrament”, “War Within Weapons”, or other mods with “Dual Sheath Redux” support, install them now. If added later then run patcher again.
- Make sure you have Java 8 installed. If not, get it.
- Install Dual Sheath Redux using NMM or another mod organizer.
- In installer, check the box for Other Mods which will detect “Campfire” and others.
- Go to your Skyrim/Data/SkyProc Patchers/Dual Sheath Redux Patch/ folder.
- Run Dual Sheath Redux Patch.jar
After adding a new mod, run the patcher again. Naturally, the patch file must load after weapon and armor plugins. It may be easiest to keep the patch file last so as not to have to move it whenever running the patcher.
J. (optional) Sheath style options
Some mods support alternate styles, but you may want other styles for other weapons. Do you like two swords on back? Easy. With custom sword drawing animation? Depends. XPMSE covers some, or if you did step D, you may have it. Keep in mind that these animations are 1-to-1 replacers, so changing them mid-game or having different animations for different characters may not happen without extra work. Using the MCM, you can let each character sheath their weapons in different styles.
- Open MCM and select XPMSE
- Select “Styles”
- Browse the weapon types and make your change. The screenshot below shows two swords on back selected.
- Check your character. If it’s not working, try un-checking Style Fitting Animations, check your load order, or find out if another mod has replaced the corresponding animation.
(T)BBP/HDT clothing and armor
Select your favorite clothing and armor supporting your body type. It doesn’t make sense for armor to jiggle, except perhaps lightweight leather, or limited breast coverage, but most clothing should. If you customized your body, or chose a preset other than default, look for BodySlide files or create your own. If you’re using DSR, remember to run patcher after adding a new custom armor.
Here are a few CBBE-compatible mesh mods to get you started:
- Caliente’s Vanilla Outfits for CBBE (no BPP) to fit outfits to your preset.
- Omnisway Clothing Replacer - CBBE BodySlide BBP to update clothing for BBP with your preset.
- Gwelda Dawnguard Armor has optional CBBE-BBP and BodySlide files.
For “Omnisway Clothing” use BodySlide to pick which clothes you want to update, adjust preset, and build.
If your favorite outfit doesn’t support your body type or BBP, see my tutorial “Body Conversions for Skyrim Using BodySlide, Outfit Studio” (#11).
Common issues
Check your character and NPCs for animation, custom idle, custom walk, and skin textures. If you find a problem, review installation order and mod load order. Pure texture replacers can be re-installed, and pay attention to file overwrites to achieve your desired result.
Character stuck with arms and legs out
Ensure XPMSE skeleton is installed correctly. Run FNIS generate.
Female vampire character burnt-face
The “Dawnguard” burnt-face happens after your vampire character spends too much time in sunlight and you’re using custom body texture.
- avoid sunlight
- toggle vampire lord
- or copy your custom femalehead files (2) over femaleheadvampire files in Datatexturesactorscharacterfemale folder
Neck seam / mismatched head-body colors / dark vampire head
The problem may occur on just NPCs, only your character, or just vampires. Causes include mismatched textures (custom face doesn’t update body), wrong installation order, unintended file overwrite occurred, loose files leftover from old installation (removed mod) that don’t belong, or a mod missing updated face-gen data. You do not need another mod to fix neck seams. A neck-seam mod is a bandage leaving the source of the problem still in your data.
Note: using the console command on selected NPC, “setnpcweight 10” may temporarily fix the issue, but neck seam may return. This indicates a problem loading correct data due to extra loose files or mod conflicts.
- Neck seams or color mismatch: Check if your chosen face texture updates the body. Re-install custom body/face texture(s), or check for old loose files that need removing.
- Neck seam/color mismatch for just one NPC: check for mod updating facegendata file, or left over file from old mod. Try updating the face-gen data file for the NPC using Creation Kit: export with Ctrl+F4 on selected NPC.
On using Creation Kit (CK) to export face-gen data:
For Dawnguard characters, you may need to edit SkyrimSkyrimEditor.ini with bAllowMultipleMasterLoads=1 and bAllowMultipleMasterFiles=1 under [General] section.
- Open CK and select File->Data and choose any body or texture esp-plugins you may have. (yes to all on warn)
- Go to Character->Actors and race (for Hert, choose Nord).
- Type in character’s name in filter.
- Find character entry indicated by “NPC” tag.
- Select NPC entry and press Ctrl+F4. Say yes to export face data.
If many vampires have dark heads, also see “100% Working Dawnguard Female Vampire Face Fix” which explains how to copy face textures for all female vampire NPCs in addition to your character.
If you can’t track down the cause then reset to clean Data folder and install your mods again observing proper install and load order. Pay attention to overwriting files.
One-handed blades not on back/hip/ankle
- In MCM XPMSE styles, try toggling matching animation checkboxes.
- Duel Sheath Redux with custom armor: ensure supports DSR; check if need a patch, run patcher.
Duel Sheath Redux: shield not on back
- After installing new armor, or load order changes: Run the patcher.
- Happens occasionally. Toggle in MCM by unselecting, close MCM back to game, open MCM and select again. Or reload saved game.
Too many scripts updating nearby NPCs such as DSR and “Wet and Cold” may cause some updates to not happen. If shields fail to attach to back too often, consider turning off some of these cosmetic features in DSR and other mods.
Article #5 in a 12-part series.
- 1 - Upgrade Skyrim with Mods
- 2 - Skyrim Immersion: Environment
- 3 - Pretty Skyrim: Elements
- 4 - Skyrim Life
- 5 - this article
- 6 - Pretty Skyrim People
- 7 - Skyrim Gear 1: Clothing
- 8 - Skyrim Gear 2: Akavir
- 9 - Skyrim Gear 3: Light Armor
- 10 - Skyrim Gear 4: Heavy Armor
- 11 - Setup for Script Work with Bethesda's Creation Kit and Notepad++
- 12 - Body Conversions for Skyrim Using BodySlide, Outfit Studio
Skyrim and The Elder Scrolls are trademarks of Bethesda Softworks LLC. All other trademarks belong to their respective owners.