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gvman3670

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Posts posted by gvman3670


  1. Well, to no avail, I suppose. I only used my:

     

    CBBE

    Feminine Argonian

    Feminine Khajiit

    Argonian Raptor Feet

    RaceMenu

    Alternate Start

    SkyUI

    XPMSE

    HDT

    HDT High Heels

    FNIS - Main, Spells, and Creatures

    Mfg Console

    NetImmerse Override

    Realistic Ragdolls and Force

     

    And, my Khajiit textures were working, but the Argonian was not.

     

    I checked the MCM menu for XPMSE, and in the information it says XPMSE Skeleton 0.00000000 | Groovtama: You failed do it again!

     

    And... I dunno what to do about that... I know I've got it installed proper, I even went into FNIS to make sure the patches were enabled.

    You don't need NIOverride (it's built into RM as far as I can tell).

    What options did you choose while installing the skeleton? You don't want the BBP or TBBP rig when installing. And is it being overwritten according to the left pane?

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  2. So you need to launch the Steam launcher once. And dog behaviors aren't functioning for some reason. That's not a big deal really.

    As for not being able to add an executable, how are you trying to do it? Did you go to the data tab in the right pane, right click the FNIS executable then choose to set it as an executable? Did you click the executable window, choose <edit...> then click the add button?

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  3. The newest XPMSE skeleton (from Groovtama) is the one you want, not the XPMS one from XP32. Just to make sure. Only the "extended" skeleton will work. To see if it's overwritten just look at MO's left pane and see if there is a lightning bolt and "minus" sign next to the skeleton. If there is just drag and drop it lower in the left pane below the offending mod (or move the other one above XPMSE).

    Even the animations could be effected by the skeleton. And it takes a while for it to initialize the MCM menus as well. Again, check MO's left pane for offending overwrites and fix by dragging and dropping into a good order. You also shouldn't let SoS overwrite the SL Framework.

    Run the FNIS generator again and see what the warning is for. Sometimes it will throw an error and then work the next time anyway (it's done this to me a couple of times actually).

    The testures, too, can be checked and fixed in MO's left pane. That is one of the coolest parts about MO...you don't have to install mods in any particular order, you just drag and drop into a good order that works. And remember to run LOOT after the left pane looks good with the proper overwrites (or lack of overwrites).

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  4. You did run the FNIS generator for users before trying the SL animations, right?

    You texture issues sounds like it may be the wrong textures (wrong body type) or the textures have an odd file path.

    HDT should be jiggling at least. Do you need the Havok Object for collision as well? Is anything overwriting the skeleton's files? Is the body mesh OK for HDT?

    What "one warning" is it that FNIS is throwing out? Without that nobody can really help. ;)

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  5. You can add HDT to /data/SKSE/plugins/ in the Skyrim folder.


     


    Or you can make a MO-installable file yourself by making a new "HDT Files" folder, opening that and adding a /data/ folder, opening that and making a /SKSE/ folder, opening that and making a new /plugins/ folder, and then placing your HDT xml file(s) in there. Then zip it all up with 7Zip and install it into MO like an other mod.


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  6. I just simply installed it normally into MO, unzipped the FNIS folder and placed that into /Skyrim/Data/tools/ then pointed MO at it as an executable. VOILA! FNIS works. :lol:

    You should be able to just go to MO's right pane, click the /data/ tab, then go down to FNIS/tools and right click the executable then choose it to run in MO. That works sometime.

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  7. I would like to try converting some HGEC Oblivion outfits to the UNP Skyrim body. But it seems to me that I would want to combine the upper and lower HGEC body into one mesh first (it just seems logical to me anyway). So can someone please explain how I would do that using Blender? I have a little better than basic understanding of Blender (can make some objects, etc.) and just need some pointers to figure it out how to combine the two meshes.


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  8. Is this using the original XPMS skeleton? If so then scrap that. You want Groovtama's XPMSE (extended) skeleton for using with any modern mods like HDT. It's available here on the Lab and on Nexus. The newest version is what you'll want. And it will still need to be below anything else skeleton related in MO's left pane.


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  9. Hard to tell exactly what is going, I can't see your character. I am assuming parts are stretching all over? If so, then it's typical of the skeleton getting overwritten by another mod. That is something you never do.


     


    To fix it, reinstall the skeleton and allow it to overwrite everything it wants to (for NMM or manual installations) or if you're using Mod Organizer just slide the skeleton to the bottom of the left pane.


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